Hi Nolan, Snip there may be 30 or more targets in the playing field. As such, the asteroid whooshes tended to blend together into one long string of white noise. End Snip
Nolan, I've found when dealing with noises that are the same or similar spinning asteroids, walking soldiers, boiling lava pits, the way to keep them from blending is when you load your level start the sounds one at a time with a half-a-second or so inbetween the launches. In C# I will just put the loading Thread to sleep for 500 MS, it will start a sound, stop for 500 MS, load another sound, and so on. What happens as a result even though the sounds are the same the difference in where they are in the play back can make a big difference in telling to identical objects apart. _______________________________________________ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.