Comments re the design of digitized sounds for Infocom games Duncan Blanchard 3/11/88 1. File size. Each time a sound is loaded from disk, a dead space occurs in the game. The shorter the better, particularly for sounds that are encountered many times (e.g. Horse). A 10K file is noticeably quicker to load than 50K. 2. Sample rate. Should be under 14K samples/sec in all cases. On the Amiga higher frequencies are suppressed by the hardware anyway, and on the ST higher rates bog down the cpu. The rate should be the minimum that produces acceptable quality, since lower rates also reduce the file size. A 10K rate is sufficient for many sounds. 3. Amplitude. Should be adjusted for each sound to avoid extremes of quietness and loudness. Extremes (e.g. Snore, Crowd) cause the user to reach for the volume control (not convenient on a Mac). There's no internal control over volume on the ST. Also, small amplitudes on the ST make the background hiss stand out more. In general want to use most of the dynamic range. Avoid clipping (e.g. Heart).