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Archived from groups: alt.games.half-life (More info?)
With HL2 being praised for its physics engine, I've wondered why Valve
didn't carry that through with sound. Has anyone else noticed that sound
travels instantly in the game? Since it would be ridiculously easy to
implement - delay a sound based in its distance from the player - I have
to assume that someone at Valve at least tried it and decided not to use
it. Perhaps because it would be unnoticeable for most sound events. Even
still, imagine seeing a gunship explode just prior to hearing the
explosion. It wouldn't be that much different than watching fireworks and
we all know how that goes. Moving objects would possibly create a doppler
effect, yet Far Cry does doppler effects.
So what do you think? Would speed-of-sound physics make the game even
more immersive or be a waste of effort? (Please, no comments about
stuttering.)
--
sda_mail Scott | Yields over 30 blasts or
@comcast.net Amspoker | 80 gentle honks per charge!
^ my email |
With HL2 being praised for its physics engine, I've wondered why Valve
didn't carry that through with sound. Has anyone else noticed that sound
travels instantly in the game? Since it would be ridiculously easy to
implement - delay a sound based in its distance from the player - I have
to assume that someone at Valve at least tried it and decided not to use
it. Perhaps because it would be unnoticeable for most sound events. Even
still, imagine seeing a gunship explode just prior to hearing the
explosion. It wouldn't be that much different than watching fireworks and
we all know how that goes. Moving objects would possibly create a doppler
effect, yet Far Cry does doppler effects.
So what do you think? Would speed-of-sound physics make the game even
more immersive or be a waste of effort? (Please, no comments about
stuttering.)
--
sda_mail Scott | Yields over 30 blasts or
@comcast.net Amspoker | 80 gentle honks per charge!
^ my email |