Re: Creating an audio game using Sable (video 8), by Ebon Sky Studios

Hi.
I apologize for mistakes, but I do not know English very well and that's why I use machine translation when writing this post.
First, thanks for all you videos and first project which makes possibility to write audiogames by non programmers! This is absolutely wonderfull!
You write that you can manually add a reverb to the sounds and ready to throw in the game. This is the simplest way out, but it causes a huge increase in the size of the game. Let us assume that the same enemies can be found, for example, in the woods, in dungeons, in a large hall, in an apartment, in a parking lot and. in the tavern. For each of these places you have to create the same sounds with different reverbs, so there are tonns of sounds in the game, which could be largely absent if Sable had a built-in reverb. The bigger problem will be the sounds that should change the location, because the reverb will also change the location. For example, being in the dungeons passing the sound tag on the right, this marker will also have its reverberation only on the right side, which is really annoying. This can also be done by playing two sounds at once, one without reverb in the panorama, the other with reverb always in the middle, but it is again another megabytes added to the game.
There are libraries like Openall, which have the ability to create various types of sound effects. Maybe there is a chance to add one of them to Sable?
Another example of making the game more attractive is HRTF, or the impression of surround sound in the headphones. In this way, you can create sounds reaching the listener from above, in the back, etc. Openall also has the ability to implement something like that.
The last but not the least important effect can be the filtering of sounds depending on the distance. In the real world, when you approach the sound source, the sound is getting brighter, that is, it contains more and more high frequencies. Likewise, if you move away, the sound becomes darker, so high frequencies gradually disappear. This could also be a very nice feature that would make the world created in the game really very realistic.

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