Re: Sol 1.2 is out with experimental audio mode support

Nearly all of the beeps are the map silhouette (it's the sonar), good luck coming up with anything even remotely clear for those, e.g. what kind of sound should the corners around a gap make? Or a slope? (if somebody has any better suggestions than generic beeps, go ahead)

So far it's:

  • Fast soft beep: corner (gap or ceiling)

  • Slow soft beep: slope

  • Fast harsh beep: enemy or projectile

  • Slow harsh beep: static hazard

  • Square wave beep: item

Anyway back on track, may I get some more accurate feedback? Like what specifically is wrong. For example: is the viewport too large to the sides? Vertically? I recall getting some positive feedback in the initial tests but the viewport made it harder to notice enemies, but after changing the viewport it seems it's pretty much unusable. Those initial tests had some severe case of sonar overload (which I wouldn't be surprised if i t kept hiding the enemies), maybe I should retry the old viewport range...

Also what retro mode are you all talking about, the CGA mode cheat? Because that's not really going to be helpful here, it's just a toy cheat... Also note that there are two separate cheats (one which simulates CGA graphics, one which turns all sounds into PC speaker sounds), there's actually a video showing how it's meant to sound like: CGA and PC speaker cheats video

crashmaster wrote:

One thing other than the interface for audio is that when you quit the game sounds stick there until you either quit or continue they should either continue playing or stop while the game is paused or a pause music plays or something.

Oh right, I completely forgot to clear the sonar beeping during the pause screen... (the game keeps rendering everything while paused)< /p>

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