The problem with speaking an exact measurement like 3.6 meters away is
that it is almost impossible to do this using wav files. Oh, I suppose
I could do it, but it is terribly difficult to process it. If we truly
want that degree of precision we pretty much have to switch over to
using Sapi or something else. This in turn gives me even more work for
me to do in trying to support multiple platforms. Grrrr...
No, the most practical solution is to change the size of the traps and
rewrite the jump code to base the length of a jump on how long the
alt+arrow key is held down.
On 11/4/10, dark <d...@xgam.org> wrote:
> Well I agree on the precision of the viewing menue engine, sinse that seems
> only fair and avoids you having to be roasted or fall to your death while
> learning audio positioning.
> I rather like Phil's suggestion of having .3 .6 and .9 metre markers for
> when you are less than one metre away, sinse this would tell you precisely
> when you were at the edge, allow you to here the audio, and judge the
> distance for the jump.
> Btw, as far as edges go, I did rather like the way the lethal lab level of
> Superliam worked, with those electric barriers which had no edges, and those
> holes which had two steps warning but no sound for the trap itself.
> This made for a nice balance and perhaps a similar thing might be possible
> in mota by having chasms with no sound but an edge, and firepits with no
> edge but a sound.
> though losing the evil wind sound from those holes would detract from the
> atmosphere a bit ;D.
> Beware the Grue!
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