
Linking once again to what I learned during the group project, my knowledge of just what is capable with the implementation of sound within games has actually improved since I last wrote about it. (Sound as a Pound)
I took it upon myself to include sound in the project and although I relied a lot on free to use sound samples, I also recorded some of my own. I was surprised at how well I’d guessed how some sounds are used in game. In that they work much like lights, for simple ambient or resonant sounds they are place in a level and given a radius in which the player can hear them, growing louder the nearer you are to the sound emitter. However...