Ok. I'm having a trouble.
I get to the end of the first quest point, the game closes, and
nothing happens. Not good, and definitely something that confuses me.

Signed:
Dakotah Rickard

On 10/26/11, Valiant8086 <valiant8...@lavabit.com> wrote:
> 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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