Author: Hoak <FinallySomeGoodWFFDiscussionAgain@PlanetICE>     Reply to Message
Date: 7/29/2004 12:00:18 PM
Subject: RE: Better Sound Render

Oh yeah; there's a slew of reasons why sound has taken a back burner... Hell decent audio in film has been the ugly step-child until recently, and is till a auditory abortion in far to many films.

But when you sew it all together in a game; have seamless game design and render capability where models and scenery look like they go together (rather then were composed and rendered for different platforms), and sound that is it's match in continuity -- eyebrows go up, pupils dilate, as the believability of the environment is more palpable and convincing.

None of this takes SOTA (State Of The Art) technology or features, just a solid WORKING stuff. Hell I (or any capable Engineer) could do more with just decent stereo sound implementation, control over the AGC, and simple On/Off culling in a game with the cooperation of Level Designers, the I could with 'out there' tools like SoundMAX some twit telling me to 'Just make it work'.

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