There were definitely dynamic elements: Do me a favour and go play the Scrabanian Temple Chase or the first secret area in the Stockyards (through the bird portal in the background) again. When you fall into the path of a Scrab the music changes, as we all know (and saved my life on numerous occasions as I became aware of the presence of an unseen preadator), but listen carefully as you jump over chasms. Every time the Scrab jumps a big drumbeat hits.
Also posessing Glukkons in AE. As you walk a little tinkly xylophone thing goes on
very quietly in the background, like the drumming of your little toes.
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Your next task needs to be to figure out which parts of the sounds.dat file correspond to which in-game sounds, and engineer it so GameSpeak is made up of specific lyrics from the song.
("Hi!" > "Hello." > "Follow me." > "Okay." = "Is" > "this" > "the real" > "life?")
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Hah, nice idea, but it won't happen. I'm just not that good. Have you listened to the sounds.dat? It's five and a half minutes of unceasing sound effects. I'd never be able to cut them all apart. After I do a couple of gameplay videos I'm handing this thread over to the forum masses for their own contributions. I expect Crashpunk will have posted a Scatman John version by the end of the month.