Hi,

Firstly, I have found the discussion of what constitutes a true two-d
complex or even normal mainstream sidescroller incredibly interesting
and if nothing else, I've learned a fair bit about that today. :D
Secondly, I too have been down a mine, admittedly a salt mine in
Austria, however I believe that the suggestion of possibly making more
use of echo and 3d sound might help a lot in distinguishing stairs
from floor for example.
This is because i recently purchased dimentions for my iphone and the
use of spacial sound around you makes me long for more and it would be
brilliant if we could have more of that in audiogames.
I appologise if this post either didn't make much sense or didn't add
much to the discussion, as I've written it quickly while waiting for
MS word to behave itself and work propperly

On 1/6/12, QuentinC <[email protected]> wrote:
> Hello,
> I know that it's really not an easy task because it requires expensive
> commercial audio libraries, but I think that one should really much more
> play with echo and reverberation in 3D audiogames. It's more realist, of
> course, but can also be helpful in giving some hints on where you are
> and how is the environment around.
>
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