Agreed Clemment, it's been an interesting discussion.

Now, moving on, other than obviously voiced text for movelists, menues, tutorials etc, I'd add the following:

1: positional sterrio audio that alters according to the opponent's relative position to the player, not the relative position of the two characters on a larger sterrio field.

what I mean here is that at the moment, if both of your characters are on the left of the arena, you here all their sounds in the left, even if your opponent comes relatively closer to you. By having the sterrio sounds related not to the overall position of the players but the relative position of your opponent, (rather the way objects in 2D audio games work), you could then be able to judge distance and position far more exactly.

2: different audio versions of the same move.

currently, a light, medium or fierce special has the same sound. If however pitch alteration or some sort of similar indication was added to that sound, you could tell which "hadoken" was being used on you. Also needless to say, the sounds for projectile moves would need to continue altering in relative horizontal sterrio position until they were off the screen, rather than you just getting a sound to indicate they'd been launched and having to judge.

this would make such things as knockbacks into projectiles, or walking behind a projectile to attack the opponent far easier to judge.

3: A universal system of hit sounds to indicate the relative vertical position of a move.

currently, though there are jump sounds and by listening to the jump of an opponent you can tell when he/she is in the air and when in the arc of that jump he/she launches a move, there is no way to tell where that move is aimed to hit.

for instance, Sagat and Vega used to have a very nasty 30 digree heavy kick in the air, that could be launched from a jump, but hit fairly deep into your opponent's sprite, ---- so deep in fact sometimes it could require a low block rather than a high one.

there is no way in audio of telling the precise targit of such a move. The same goes for distinguishing sweeps from crouching upwards kicks, uppercuts from low elbow jabs etc.

therefore, in addition to the voice sample for the sound of the hit, i'd suggest the accompanying wind sound be played at different pitches to indicate the vertical targit of the blow. The same could be used to indicate the path of a spinning or arcing special such as sumo torpedo, cannon ball spin or even just a slide attack, ---- indeed a series of altered wind sounds could tell you precisely where your opponent was vertically during the arcing move.

4: Ducking sound/stand up .

Again like the jumping sound really. Once ducking you wouldn't need it to be constant, but just an indication that now your oponent was A, a smaller targit and B, probably would be in a good position to counter high or arial attacks. no need for something constant, just a hmmm! would do, with a similar specific double feet tap on floor sound for standing.

5: more obvious footstep and taunt sounds.

Obviously some games have or do not have footsteps, but in an audio fighting game they'd need to be standard, so you could tell your opponents relative distance to you even when she/he wasn't actually doing any moves or jumping, with the relative positional audio mentioned earlier this would be more than enough.

At the start of the match, indicate distance by horizontally positioning the taunts of both characters in the relative audio space.

6: Obvious knock down and get up sounds.

same as above really, some games do it, some don't, but it would need to be there to give you the information of when your opponent was on the ground and whe he/she got up. Obviously the standing sound could be the same as for standing from a crouch.

7: hit against corner sound.

No need for a constant sound in the corner, indeed that could be quite destracting, but some sound when the opponent's body strikes the corner would be useful, twang of ring ropes, hit against a wall, something like that.

9: description of moves.

in the movelist, in addition to voicing the buttons needed for the move, a description would need to be there too, sinse the system i've outlined, though it could tell you the type, direction, hit area and speed of any move, couldn't tell you whether it's a punch or a kick, or a headbut come to that! you could probably play quite adequately without such information, but A, it's good to know, and B, it would probably help you formulate logical combos.

9: pre match sequence playing stage ambience and/or description.

Ambient sounds during the game would probably be destracting, so probably it would be best during the fight to keep just the fight sounds for characters and music.

however, a sequence at the start with ambience sounds and some sort of audio stage description to let you know whether you were on a beach, in a night club, in som e evil sorcerer's thrown room etc.

some of the mortal Kombat games even had such descriptions in text on the stage select screen for vs battles, but obviously it would need to be accessible within the game.

10: pre match character descriptions of your opponents.

pretty much the same as the above really. more than a story based cutscene or dialogue, a description of what your opponent wears, what he/she looks like, maybe some brief remarks about fighting style and stance etc.

obviously here I was primarily thinking in purely 2D terms of games like streetfighter, Blazblu Marvel vs capcom etc. While all of this would also apply to a 3d (or rather 2.5 D as it's sometimes called), game like soul calibur or tekken, you'd also need sounds to indicate the 180 degree status of moves, whether they were circular or hit around your opponent, where your opponent was vertically as well as horizontally etc.

that likely would be possible, but it'd probably require a few more complex ideas for sound representation that I can't really think of at the moment, and this post is more than long enough.

Beware the grue!

Dark.

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