Hi Clement,
Sure. That's perfectly understandable. I was merely just pointing out that the more creative we can get with making silent objects have sound and can fit it into the background ambiance the more enjoyable and realistic the game will be.
For example, in Monkey Business James North used various birds to indicate the locations of rocks and trees. I have to admit that is a pretty clever way to work a tree or rock into the environment while also tying a sound to it. You might not be able to hear a rock is there but if a bird is sitting on it chirping then that's a sound queue worked into the background ambiance.
On 3/28/2012 3:36 PM, Clement Chou wrote:
I think you hit the nail on the head. And the beeps were just an example. I have other ideas too... if you were being shot at by a sniper with a bow from far away, I could think of several different sounds to signify whether an arrow was coming from above or below. The beeping I would use in a modern shooter, something like Call of Duty, Counterstrike, etc. But in an ancient setting, it would make more sense for different sounds of course, and all the ways you mentioned are things I like precisely for the reasons you gave about ambiance as well as just being more natural. I was simply thinking of modern shooters because aside from fighting games, that's probably my other favorite genre of games... that I wish we could play, along with action adventure games.
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