Newsgroups: rec.arts.int-fiction
Path: gmd.de!xlink.net!howland.reston.ans.net!cs.utexas.edu!utnut!nott!cunews!freenet.carleton.ca!freenet!aa382
From: aa382@freenet.carleton.ca (Marc Sira)
Subject: Re: No pictures, but audio?
Message-ID: <CL1yzD.9y9@freenet.carleton.ca>
Sender: news@freenet.carleton.ca
Organization: The National Capital Freenet, Ottawa, Ontario, Canada
References: <2jccchINN1bh9@saturn.caps.maine.edu>
Date: Fri, 11 Feb 1994 09:14:00 GMT
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In our last episode, wade@.caps.maine.edu (Wade Brainerd) said:

>	One point that has not been discussed in this group to my 
>knowledge, however, is the matter of music and samples.  If some really 
>good composers could be found to set a mood, the effect of the adventure 
>increases tenfold!  Imagine your plain old average dungeon crawl, but 
>with, say, Bach's Fugue in G Minor, creaking doors, piercing (not TOO 
>piercing) screams, the whole nine yards.  

The Amiga version of Lurking Horror had sound samples. There wasn't
a 16-bit IIgs version, unfortunately, or it presumably would have as
well.

Transylvania III (this one was for the IIgs) had a lot of sound (also
graphics, but they were sufficiently beautiful and well-implemented that
they didn't interfere with the game; also, the game was only mediocre in
play to start with anyway). There was music, etc, but everything was just
samples - loops and one-shots. It does add atmosphere, but then decent use
of sound can improve any sort of computer game, or any application for
that matter. It's a shame audio has traditionally been an afterthought
just about everywhere (even on a sound-oriented platform like this one).

-- 
Marc Sira                  |
aa382@freenet.carleton.ca  |  "Your god drinks...p-p-peach nectar."
toh@micor.ocunix.on.ca     '
