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