Former Shaba Games Audio Director, Brad Meyer talks about his recent experiences with developing for a mobile platform. He talks about the constraints and how to achieve the best results possible.
“Are footsteps really necessary in your dungeon crawler? Will anyone hear that background ambient loop, or is it a better idea to use point source triggered one-shots? If your on-rails space shooter is really all about fun ways to blow up enemies, maybe you should focus on those sounds rather than the player’s ship’s engines? The way we playback sound and the elements of the game we choose to sonify in the end will inform the final quality of the game’s audio.”
Read the entire posting here: http://www.gamasutra.com/view/feature/6393/aaalite_audio_design_challenges_.php