I tried to figure out a more descriptive title for this thread, but it kept being too long to be functional. Apologies for the vagueness.
1. I'm in the process of trying to design my game, and am wondering how difficult it would be to utilize audio that is:
- Pulled from a random pool of OGG files,
- Played at random times, provided no other sounds are playing,
- Played only in certain rooms,
- And with a pool that can grow or contract according to player action (using boolean variables).
I believe from looking through the manual that I could figure out how to do most of these individually, but might perhaps run into trouble trying to write a stack of code that meets all of the above qualifications. I don't need the code yet, as I'm still just figuring out the design document. All I need to know now is, is this feasible, and how difficult would it be to pull off?
If it proves too difficult, now is the time to figure out alternatives. I'm trying to save myself some headache in advance. I've left the above purposefully generic. If you need further clarification on how I intend to use this in-game, see below:
2. Could I save some file space in the compiled game by reducing the bitrate of OGG files that purposefully sound lo-fi, and will mixed bitrates cause any problems in AGS?
I feel as though based on past experience, I should thank Khris in advance, but anyone who has thoughts or advice, feel free to respond.