Re: Kickstarter Project for "A Hero's Call" from Out of Sight Games

Phil: Actually no, these are all taken from conversations with NPCs. So what you're talking about are what we'd refer to as "ambient dialogue" which is placed in the stereo field at the unit's location. But then when you talk to a character you get all their dialogue right in front of you. That's what you're hearing here—so for example, you might tell the mercenary, "I don't need your services," at which point he says, "I'll just have another mead, then—maybe that will help this headache."

As for the reverb idea, it's definitely one way of doing things, but really isn't an option once you're looking at trying to get all sounds, including sounds played in the stereo field, to have consistent environmental reverb for a given space. Anyway, our sound guy is on top of it and has told me all sorts of stuff that's way over my head—it's just a pretty in-depth and time-consuming process, and takes a lot of trial and error to get right.

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