Absolutely, although I can see that would not have been clear from my quote. I felt it was relevant, though, as an illustration of a situation that could reasonably demand a large number of sound sources, and as such some extended techniques to deal with them convincingly, rather than just throwing them at the hardware.psyclonist wrote:In essence: They are not throwing a few hundred audio sources at the sound hardware.
-psy
Maybe you should take what I say on this with a pinch of salt. I'm just a crazy hippy who daydreams about physically modelling and spatializing the sound of each individual leaf rustling on a tree


I'm just trying to present one side of the argument here. Of course, in practice - particularly in the context of a realtime situation like a game, it is all about creating a convincing illussion, enhancing the atmosphere and indeed not getting on people's nerves. The latter can be a real problem when there is only a limited number of sound files which get played over and over again - perhaps especially in a MMORPG which a user might play for hours at a time, for months on end, if it's successful. If there's a lot going on around the player, it seems reasonable that the sound get proportionally intense. But any game that sustained a very high level of intensity for hours on end would probably be rather unplayable anyway.
I could go on, but I'll leave it there. I'm sure I didn't come here to talk about audio
