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Author Topic: Sound contributions and engine capabilities  (Read 2693 times)

Offline CaptainCorkscrew

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Sound contributions and engine capabilities
« on: November 20, 2016, 09:43:44 am »
I was told that the 50 mm cannon sounds like someone knocking on a door and I personally feel that the sound of my beloved recon/bomber parrots (everyone who shoots one down gets a napalm enema) is rather odd for a bird.

Before I look or create a replacement I would like to know what's possible and required.
I assume the engine plays sounds simply based on the floor tile below the character, in the case of the parrot it is always the same sound. Correct?
I further assume that there is no way to play sounds only say every third step or differentiate between vertical and horizontal movement, correct?
Those are things that would help in creating somewhat more realistic bird movement sounds.

Furthermore, what formats/bit depth/sample rate can the engine handle and what is preferred?