Whats a good, average number of voices for music and effects?
Voss: 16 for music, 8-16 for sound effects, mixed at 44.1 Khz. RAM-wise somewhere around 512K-1MB for music/sound. I would say soundtracks are in a range of at least 10-25% of the experience of a game, psychologically speaking. So for resources in general, developers should mirror those numbers in how much space, processing, and budget they look at for the soundtrack. In games where the soundtrack is a more key element, there is the added benefit that if the soundtrack is strong enough it could stand on its own as an album, which could reciprocate some of its development cost. Q: H2O basically created brand-new sound drivers for Tetrisphere. How powerful are they compared to the original SGI drivers? Voss: In retrospect they were close to the same, but allowed me to use a much better and more applicable editing environment. I sequenced the audio/animations/music using a tool called ‘Fast Tracker 2’ on the PC. This is an event-based music sequencer with everything internalized. It is ve