Lionsource had een interview met Russell Shaw, Head Audio over zijn recente werk aan Lionhead's Black & White. Russel had al eerdere ervaring bij Bullfrog en is net als een groot deel van dat team overgestapt naar Lionhead. Lionsource praat over het belang van muziek in games en heeft het over de integratie van het geluid in B&W. Zeker de moeite waard om eens door te lezen.ls.com: How will the music/sound-effects be influenced by the player's behaviour? How will the game recognise what track to play?

RS: The music is completely controlled by the game engine. The music API accepts parameters from the game such as current alignment, current action, current tribe, current tribal actions etc. As you go around the landscape the music changes to reflect the on-screen activities. The change in the alignment (background) music is seamless and should come across as a kind of morphing (I hate that word) between different tribal elements and alignment settings.

On top of this the background music will give way to higher priority musical elements such as tribal chant music, script themed music and musical challenges such as the 'Singing Stones' challenge. Also, the Temple interior has its own musical alignment.

The sound effects also accept game parameters. For example the game has a complete set of atmospheric environmental backgrounds such as jungle, desert, swamp, arctic, rainstorm, hurricane etc. and all of these will change depending on your current alignment. An evil jungle is something you've got to hear!Als Black & White net zo goed qua sound zal zijn als met gameplay, dan kan het hele spel wel behoorlijk verslavend gaan worden.

Maar dat wisten we natuurlijk al.