The GMA game engine doesn't have the ability to increase the echo and pitch
as you suggested. The one step from a wall feature was designed to play a
different floor material such as a metal boarder in a room or corridor as in
Shades of Doom, or to play a collision warning sound such as in Tank
----- Original Message -----
From: "Eric Oyen" <eric.o...@gmail.com>
To: "Gamers Discussion list" <firstname.lastname@example.org>
Sent: Thursday, December 09, 2010 8:08 AM
Subject: Re: [Audyssey] nearing a wall in fps games
I have a rather stupid question?
why don't they use something similar to what we all hear in real life?
that is, the closer you get to a wall, the stronger the echo of the
surrounding soundscape will get (along with a corresponding change in
pitch of the white noise in said environment). this near wall warning
seems like its a little too arbitrary (one step away and it sounds? you
can hear a wall in real life a lot further away than 1 step).
I know, it sounds stupid, but thats how I hear the world. btw, I don't
play a lot of FPS games as I am on a mac. I used to play WoW before 5
months ago before the last of my eyesight went away. so I am not
unfamiliar with computer FPS and MMO games.
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