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#Actualfrob

Posted 21 February 2014 - 03:19 PM

All of those things would be wonderful for the community.

 

 

As you probably know, sound usually comes toward the end of the development cycle, usually not getting added until around the last quarter of development. I think much of that (in the professional environment) is because audio is much harder to manipulate than code or graphics and so you want to have something that is a hopefully stable target.

 

I think another part is that most hobby and homebrew people don't think of audio as a big component, even though most people know it is usually the key feature in defining mood and environment, often even more than graphics. For some reason when you start listing components of a game, people think, "Oh yeah, and some sound I guess."  

 

I don't know how people continually overlook that.  Some people buy giant televisions and then rely on crappy 2-speaker behind the television for audio. Other people are fine with a small screen but wire up the room for 7.2 audio (or at least 5.1) so their seat rumbles at all the right places. As you can probably guess, I'min the latter category.


#1frob

Posted 21 February 2014 - 03:16 PM

All of those things would be wonderful for the community.

 

 

As you probably know, sound usually comes toward the end of the development cycle, usually not getting added until around the last quarter of development. I think much of that (in the professional environment) is because audio is much harder to manipulate than code or graphics and so you want to have something that is a hopefully stable target.

 

I think another part is that most hobby and homebrew people don't think of audio as a big component, even though most people know it is usually the key feature in defining mood and environment, often even more than graphics. For some reason when you start listing components of a game, people think, "Oh yeah, and some sound I guess."


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