Cool. Sounds good.
I’m not worried about a tiny bit of overhead on this. I just want to make sure the designers can make some sounds go 2d even though they are triggered like our 3d sounds. This is for some special sfx that we are more interested in the KA-BLAM factor than the spatial position. ex: reward sounds for major gameplay feats.
This makes my life easier since I can treat everything like a 3d sound and if the designer makes a choice that a sound shouldn’t be spatialized I don’t have to special case / deal with it.
- stephenmccaul answered 12 years ago
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