Hi Phil,
Right. Like I said earlier using pitch or volume is a very subtle type of change. It is continuous and you have to be pretty skilled at identifying those subtle changes. What may work better is a clank, grind, or some other clue that the door is about to fall in a second or two.So just before the door drops the game could play some special sound that is an indicator to standback as the door is coming down. If you aren't quick or too close smash goes the player.

Phil Vlasak wrote:
Hi Willem,
The problem with pitch or volume is they are continuous and unless you practice a lot you would not know what pitch or volume equaled the point the trap door would be too narrow for you to slip through. One way would be to have the trap door make clank sounds such as made by spokes on a wheel. Then you could count the clanks in a test, and if there was twenty, you could press the button and get under before the 20 clanks sounded.

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