Why premix? Any decent engine could mix sounds (and you need something to fill up that 32-sound limit of OpenAL, right?). The idea was that the ambience is generated on the fly, from a bunch of short sound and visual effects scattered around randomly.I wonder though, is your output one mp3 with all kinds of sounds mixed together,
It's just a general idea, to implement by yourself (it's more effective that way).or are you offering a complete environment with variable inputs, so I can add that to my engine?
And no, I didn't mean "sounds only". The "decorative object" is more general thing, including such things as particle fountains (could be seen over lava in Quake2), smoke puffs (for dirt/desert), etc. I think, implementing a library of these should be very simple -- much simpler than trying to put these details into your levels manually, on a fixed basis.
Also, the sound library, IMO, is better stored as a set of WAVs, not MP3s -- because the sounds would be short (generally), and there would be a whole lot of them.
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