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.
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 ... and don't get me started on rain. I've heard a blind person describe the sound of rain as painting the whole environment for them. It may well be that the sound of twenty engines, all moving around relative to the player, does actually have certain acoustic properties that couldn't necessarily be easily be mimicked. Wether that's pleasent to listen to is another matter, but if that's what the game calls for, then so be it. The original point being made with that example was slightly different, though - and no one here would like to have to use separate chunks of memory for the same texture on every particle in a particle system. However, in this context, if the buffers were all exactly the same I guess that would mean they were all playing exactly in phase, which would potentially damage the effect anyway. I don't know - I've done some audio programming, but not that kind of audio programming.
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 , but you may not have heard the last from me on the subject...