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Audio > The importance of having at least some audio

#46463 - tepples - Sat Jun 25, 2005 3:28 pm

Two identical objects collide. Without audio, they seem to pass through each other.

Flash demo

Moral: Don't save audio for last. Have at least some GBC style bleeps and bloops even before you decide on a mixer engine.
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-- Where is he?
-- Who?
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#46465 - strager - Sat Jun 25, 2005 3:57 pm

I've seen that, and I was also amazed that just sound could change your way of thinking...

#46466 - Fatnickc - Sat Jun 25, 2005 4:05 pm

Very interesting. I add sound to my games, alebit sometimes verysimple like you said, but think that first of all you should concentrate on getting the gameplay right.

#46470 - MrD - Sat Jun 25, 2005 6:02 pm

If you know what's supposed to be going on, you'll often percieve it as such. However, when presented with an abstract, unfamiliar game situation (Imagine those two balls were in something like E-Motion, or JezzBall), you wouldn't know whether they collided or passed through each other.

An interesting fact is that although sound is important, the graphics are what tell you what is going on and how you need to react to it. 'ting' or no, balls are moving from the top corners to the middle, and from the middle to the bottom corners, sound doesn't change that.
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#46487 - sajiimori - Sun Jun 26, 2005 1:40 am

Hmm... maybe if it were faster, I would experience the illusion more strongly. As it is, I see the objects interpenetrate for too long to see them as bouncing. If I really try, I can sort of percieve that there's a small solid core in the center of each ball, and that those are the parts that are bouncing, but it's a stretch.

#46507 - Quirky - Sun Jun 26, 2005 12:55 pm

Also, on my set up at least, the balls pause after the collision when sound is active, spoiling the effect somewhat. But don't get me wrong, the effect is noticeable, and sound effects are something that I wish I could do better.

They are the hardest thing to do IMO. Doodling a few gfx it's easy enough to produce something not too offensive to the eye, but trying to create a sound that isn't an irritating buzz, screach or beep is nigh on impossible. Even worse, play a NES (or some 8-bit platform of your choice, except maybe the Spectrum! ;)) game, and most of the sounds are cute tinkles, squeeks and 'boings' - the GBA should (is) capable of doing the same without relying on 10kb pcm files, but it's a very black art.

#46515 - tepples - Sun Jun 26, 2005 3:13 pm

Quirky wrote:
Even worse, play a NES (or some 8-bit platform of your choice, except maybe the Spectrum! ;)) game, and most of the sounds are cute tinkles, squeeks and 'boings' - the GBA should (is) capable of doing the same without relying on 10kb pcm files, but it's a very black art.

Black art? Heck no. Everything you always wanted to know about the GBA's tone generators* is explained at The Audio Advance.


*but were afraid to ask
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#46599 - Quirky - Mon Jun 27, 2005 10:02 pm

Black art is probably the wrong term - thanks to belogic the whys and wherefores are all public knowledge.

What I mean is that figuring out what to put in the various sound registers to produce something that is pleasing isn't as immediately obvious as saying "that's a nice shade of blue for my main character's t-shirt" and doodling a few pixels.