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who goes there?

To make the sound come to life, Bullfrog has invented a new 3D sound-engine for the game. Sound engineer Russel Shaw says that: "the basic principle of our new soundengine is actually pretty simple: We create every sound, that the player hears in the dungeon, from two different components - distance and direction. These days, alot of games use this technique - making a noise, e.g. footsteps, fade gradually out as the source removes itself from the player.

We also use the stereocapabilities of most soundcards to replicate the angle from which the sound comes.


single crossed axes picture

A player will be able to orient himself and tell from which general direction a given sound is coming. This way, a player will have a sense of where the dangers are lurking, and be able to maneuver though quasiblind. To add to the effect, we change the sounds when certain objects or walls come in between the soundsource and listener. A new step forward for our sound engine is the integration of the Doppler-effect. Most everybody has had experience with this phenomenon when a car or an airplane with great speed passes you. An object coming at you, makes a higher pitched sound than one moving away from you."

(Note - this is not a direct quote but a translation of the interview brought in the german "PC Games" magazine)

chain with spiked balls

chain with spiked balls

spiked balls on chain

I'M DONE