Yeah, that was what I was thinking. i just played through a couple
levels of Shades of Doom to get a handle on what David Greenwood did,
and it seams sounds are triggered by the doors themselves. As soon as
you open a door you can hear the monsters and equipment in the room
when it was silent before. As you pointed out even though you closed
the door again you can still hear the monsters moving around in there,
but they are muffled. I'd have to figure out how to code this into the
engine, but it sounds like a good idea.
On 12/6/10, Phil Vlasak <p...@pcsgames.net> wrote:
> Hi Thomas,
> I think the GMA engine keeps sounds inside a room quiet until you open a
> door between the two regions.
> Then even if you close the door, the sounds in the room are audible.
> So the sounds are triggered by opening doors if there is one instead of
> walking into a region.
> If no door, then the distance fades sounds, but in a 2d you never hear
> sounds from rooms above.
> You could put a variable on each door to identify that it was between region
> 1 and 2 and if opened, then that would trigger the visited flag and turn on
> the sounds to region 2.
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