Hi, I am all for realistic high quality sound. Keep in mind though the more realism you add to the sound environment the more memory and processor power needed to run it. For example, your suggestions about the elmos in the toy isles. Ok, you would have to decide how many elmos are going la la la this is Elmos song, bouncy bouncy, that tickles, etc... Then you might have a Tigger or two going bounce bounce, and Poo saying something, and the number of toys to be going would get pretty large fast. Not only that let's say the electronics are a few isles down. You should still be able to hear a tv playing back a snip of something, a radio playing something, people walking by the isle, and announcer saying something like check out our women's clothing isle. We have blouses at 25% off today. Buy something special for that special someone. In short what I am saying Wal-Mart, K-Mart, the Mall, or any major shopping store has allot of effects, and making it realistic is a huge undertaking. One way of doing this is not focus on say Wal-Mart, but a mall where toys are in KB Toys, electronics are in radio Shack, music is in the music store, clothing is in another store, food is at the food court, and so on. When you enter a store sounds are loaded per store and not wide open like all being Wal-Mart.
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