My suggestion would be to make multiple shot sounds for those which you
may have different impact sounds, and each one has a different impact
sound after it.
Sent with Thunderbird 3.1.14 portable.
On 10/25/2011 9:10 PM, Jeremy Kaleidoscope wrote:
It all comes down to numbers. In pretty much any other game I would keep the
sounds separate and mix them in the code as necessary. Firing the gun requires
1 buffer, the bullet impact sound would be another, and the zombie's death
would be a 3rd. On each of these, the buffer is still in use for the duration
of the sounds being played, so if you fired several bullets into a crowd of
zombies you might be using between 6 and 12 separate sound buffers right there.
Then you've got your own footsteps as you're running from the undead horde,
each zombie has its own foot steps as they chase you, and many of the zombies
are growling and moaning. It is also possible that you've got one of the
radars activated, are within range of your speaking friend or another team
mate, and there may even be some type of near by ambient sound meant to make
the environment more immerse.
As you can see, the number of needed sound buffers starts to climb really
quickly. With only a few zombies this would be a lot but not overly crazy, but
with each new zombie that number grows. Every corner I cut increases the
number of zombies I can throw at the poor player in a map. I'd rather use a
little more disk space on some combined sound files if it means I have have 5
or 10 extra zombies chasing me down the street, lol!
I hope this helps explain why I'm going this route.
If you want a voice actor, I can help
out there. But I'm curious... why pre-mixed sounds as
opposed to separate ones?
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