Universal App Audio tips?

Discussion in 'Public Game Developers Forum' started by milkmangames, Jul 31, 2011.

  1. milkmangames

    milkmangames Well-Known Member

    So I'm reaching the real 'polishing' stage now and trying to clean up my audio. One thing that's a bit unfortunate is the massive disparity in spectrum between an iPhone 4, pre-4 iPhone, and iPad (iPhone 4 is louder with better range, iPad has more bass)- not to mention the strictly mono nature of the devices when headphones aren't plugged in.

    I'm quite tempted to mix separate sound samples for different devices, but KB are at a premium trying to stay under the OTA limit of 20MB...has anyone dealt with this problem in another way? Thanks!
     
  2. Ovogame

    Ovogame Well-Known Member

    Sep 25, 2010
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    Game Developer
    Morestel, France
    This sound like a waste of your time. You should be polishing the important bits: gameplay, art, UI and the first minutes of your game (very important).

    Did you do this EXTREMELY important bit of beta testing: ask someone who never played your game before to play it in front of you (keep your mouth shut) and just watch him/her struggling with your game. You'll discover obscur part of your game that you though where obvious. Improve your game until you have no more real difficulty for your player to understand your game. That is what I call polishing a game :)

    JC
     
  3. NinthNinja

    NinthNinja Well-Known Member

    Jan 31, 2011
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    When you load the samples in you could process them code wise. Sort of do what a sound program does but after loading the samples. There's plenty of stuff on the net on how to do this...
     

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