Frequently Asked Questions about zblast
---------------------------------------

(or, "Not actually an FAQ at all, but a list of random info presented
in FAQ format". :-))


Q: Surely wave 22 isn't *meant* to be like that? Shouldn't the ships
be moving?

A: Yes it is; no they shouldn't. It's primarily meant to give you a
chance to get through the wave without being hit, to get the 10 bonus
energy points. And anyway, it's a bit of a change.


Q: Where did you get the samples from? Can I use them?

A: All samples used here are public domain. You can use them for
anything you want. Crediting them to me would be nice, but that's
optional. Here's a list of my sources for the samples:

(Those used by the csf (music) files are from sod2 and aren't listed.)

bshot.raw	from GDR (see man page). He synthesised it with some
		program he'd been hacking on, and mangled it through a
		filter or six.

lvlend.raw	ye olde Moog; the original sample was played at
		various pitches through sod2 and distorted a bit. (This
		is sod2's `whap.22' simply resampled to 8kHz.)

phit.raw	a sound I synthesised `by hand' then hacked about a
		bit.

pshot.raw	based on one of the sod2 samples, with echo by sox.

pwave.raw	pshot.raw slowed down, I think. :-)

type10dead.raw	filtered white noise.
type10hit.raw	same as type1dead.raw.
type11dead.raw	currently same as type10dead.raw.
type11hit.raw	currently same as type10hit.raw.
type1dead.raw	more noise.
type1hit.raw	from sod2.
type3dead.raw	same as type1dead.raw.
type3hit.raw	from sod2, put through a sox band filter.
type4dead.raw	from sod2, slowed down.
type4hit.raw	same as type1dead.raw.
type5dead.raw	same as type4dead.raw.
type5hit.raw	from sod2, slowed down and distorted (and probably
		more, I can't remember).
type6dead.raw	same as type4dead.raw.
type6hit.raw	same as type1hit.raw.


Q: What happened to the siren sound you used to get (in version 1.0)
when the player was hit?

A: I meant to replace that sample with something else before uploading
1.0. It was actually a siren from ST:TNG. (!) Obviously, it wasn't a
good idea to use that, and I *did* remember to replace it in 1.1. The
replacement probably isn't as good, but it cuts through the music
well, which is the main requirement for that sound.
