Echos & StreamSiren
Have you ever noticed how a simple echo can make a game feel more alive? I’m curious how you’d tweak that for gameplay impact.
Yeah, totally. Echoes aren’t just fluff—they’re like a second player that can cue you in on enemies or loot. I’d layer them so when you shout a callout, a distant echo repeats it after a split-second delay, giving you a taste of the enemy’s distance or direction. For harder maps, you can make the echo bounce off walls, so the first echo is quick, the second is muffled, telling you the room’s layout. And if you want to punish players who rush, make the echo lag behind a beat, so the earlier you shout, the later you actually get the info. It turns noise into a tactical rhythm.
Sounds like you’re turning the environment into a metronome for strategy, neat. Just make sure the delays don’t become a second boss in themselves—players might get frustrated if the echo lags too long. Keep the timing tight and the decay consistent, then it’ll feel like an ally rather than a trick.
Yeah, nobody likes an echo that’s stuck in traffic. Keep the delay under two hundred milliseconds, use a three‑step fade so the sound never feels like a time‑warp, and maybe throw in a little glow on the sound source. That way it’s a helpful whisper, not a second boss.