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Media RSS Feed Report media Space Restrictors - Military Base (view original)
Space Restrictors - Military Base
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Daemonion Author
Daemonion Feb 20 2013 says:

This is a map I use for development and organization.

I take a picture of every clump of buildings and label them - RED for the name of the restrictor (as placed in the Level Editor), and ORANGE for the type of audio theme it will use.

In this picture, you can see I am using trailor, small house, large house and attic audio themes. All of these themes are being made by me, from scratch, for LURK 1.2.

Every restrictor has been placed - it is just about making the audio for them, now. I am happy to report that everything will be in stereo, as well - down with mono audio!

+6 votes   reply to comment
Argoon Feb 20 2013 says:

Is all good and dandy but how can you make directional audio without mono sound sources? I always thought that was a giving for 3D directional audio, i certainly would not like to ear a gun shoot coming in from two directions at the same time ( two channels like stereo does). I'm all for ambient sounds being stereo but gun sounds and even character sounds imo should be mono only. Game developers are killing true 3D audio (and even hardware audio acceleration) on games so please don't be like them but try to make it sound the best and the most realistic has you can.

+2 votes     reply to comment
Daemonion Author
Daemonion Feb 20 2013 replied:

Oh, I'm not trying to eliminate mono audio, not by any means. If you watch some of my older dev diaries, I've been wrestling with stereo implementation in SoC for a long time - specifically within space restrictors. That was all I meant :)

No doubt, positional (mono) audio is very important. I won't be removing or under-utilizing it.

+4 votes   reply to comment
Argoon Feb 21 2013 says:

Thanks for the info knowing that makes me feel better now. :D

+1 vote     reply to comment
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Space Restrictor Map for the Military Base in Cordon.

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Feb 20th, 2013
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