Musical Scores and Sound Effects
Overview
The music in the War should be based on new compositions as well as remixes of classic SF scores. The music staff at Capcom has produced a number of sound tracks that have aurally complimented the visuals found in many of their games. From the jazzy up tempo music in the Vampire (Darkstalkers) series to the techno, drum and bass work in Street Fighter III, Capcom has delivered some complete game playing experiences.

Red Book Audio
Music and audio in The War will be based on the Red Book audio standard. A game console that has an internal hard drive with MP3’s stored on it can be recognized. The MP3’s may be substituted or mixed into the War sound track.

3D Sound
All sounds will be based on the sound card in place of the console and whatever API that console supports.

Sound Design
The sounds of the fighting game itself should sound fairly accurate. Kicks, punches, special attacks all have their own voice in the SF universe. Those that have played the game for a long while know exactly what Ken and Ryu say before unleashing their special attacks. The same goes for all of the major SF characters. Each has their own unique voice.
As for the levels themselves, echoes should be present in the indoor areas. Players should grunt when defending and taking hits. The game world should also be reflected in the sounds. Traffic should be heard passing, even if the cars can’t be seen. Horns, pedestrians walking, talking in the background. All of the sounds of the city should be present in city levels. Rural levels would have birds chirping, passing jets, and the occasional pedestrian. Latter levels with a Mad Gear influence would have explosions and alarms echoing in the background.
Players can control the volume of the in-game music as well as the volume of the ambient sounds.






















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