Comments on: IGDATC Presentation: Footstep and Movement Sound https://designingsound.org/2011/05/04/igdatc-presentation-footstepand-movement-sound-study/ Art and technique of sound design Mon, 09 May 2011 18:16:02 +0000 hourly 1 https://wordpress.org/?v=6.2.8 By: Designing Sound TV – IGDA Twin Cities Foostep and Movement Sound Study, April 2011 https://designingsound.org/2011/05/04/igdatc-presentation-footstepand-movement-sound-study/#comment-2516 Mon, 09 May 2011 18:16:02 +0000 https://designingsound.org/?p=9879#comment-2516 […] here. […]

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By: Damian Kastbauer https://designingsound.org/2011/05/04/igdatc-presentation-footstepand-movement-sound-study/#comment-2515 Thu, 05 May 2011 15:22:27 +0000 https://designingsound.org/?p=9879#comment-2515 Thanks for having a listen!

It’s great to hear your insights on the idea of delay offsets, I’m 100% with you regarding the support of gameplay.

I think that my hope in suggesting it would be for audio to further support the realism of actual movement…with all of it’s inconsistencies. However, I’m not sure that realism is actually what would sound good or play nicely…hence my suggestion of experimentation. I think there is a current expectation that all of our player characters are superhuman in their ability to walk/ run at a steady pace for 30-40 hours of gameplay. Not sure if making them more “human” would make it more “real” or more “fun”.

It would be great to dream it and solve these problems in conjunction with genius programmers/animators. I look forward to any further thought or experince on the topic. It’s been great hearing so many perspectives!

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By: Casey Coffman https://designingsound.org/2011/05/04/igdatc-presentation-footstepand-movement-sound-study/#comment-2514 Wed, 04 May 2011 23:08:31 +0000 https://designingsound.org/?p=9879#comment-2514 Really nice talk, Damian.

The only thing I took issue with was the idea of a delay offset. While I wholly agree that it is odd and not natural, the idea of working it’s way back to delaying/offsetting animations is not where it would stop: 

Delaying animations (without looking odd) would mandate the input system behind them not allowing for (or allowing for less) animation canceling, therefor making the games feel less responsive and more sluggish.

I’m very big on not allowing audio to negatively affect gameplay, it should always serve to enhance.

If, however, some genius programmers/animations out there have ideas on how to make the idea viable WITHOUT adversely effecting gameplay and control, bring it on! :)

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