Hi tom.
One idea which has occurred to me, is rather than changing the pitch of the
monster, you might have a sound which is played at the same time the as the
monsters' original sound and indicates it's position.
this wouldn't break up the game the way aa "nearest monster2 speech key
would, and would leave things immediate to the play, but would also mean you
can position monsters where you like, rather than being limited to what is
audible.
for instance, have a scope locator which is always active, but only sounds
for monsters on an alternate horizontal plane to yourself, so that you will
here both the harpy's flying wings and the sksleton's footsteps, and a low
or high beep dependenting upon whether it is above or below you.
You might also considder as ken suggested altering the sounds in another way
besides pitche, ---- for instance having the sound of enemies above you echo
more, while enemies below sound far more basy.
These are just a couple of ideas, but certainly I think it would be possible
to have an indicater that you can here while walking along.
this will for instance let you have situations which are comon in games like
marrio but totally unknown thus far in audio, ---- such as you needing to
jump up onto a lege with an enemy patrolling it, and having to wait until
the enemy has retreated from the edge of the ledge before jumping up.
Beware the Grue!
Dark.
---
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