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:
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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