En este artículo de Gamasutra se describe sin entrar en demasiado detalle un trabajo más complicado de lo que podría parecer:
There’s a lot going on behind the scenes to help really put people up on that stage and to make sure it’s fun, even as players clang a few notes. In this article I’ll look at some of the things we did in the audio and how we did our part to take Guitar Hero up a notch.
We used FMOD as our sound engine, so some of our approaches might be more applicable to people who are familiar with the software, But even if you use a different engine, I hope that you might understand what we were aiming for, and why we did the things we did — and find this info useful.
Y mientras un montón de gente disfruta del resultado de dicho trabajo, yo estaré pegando botes con Prototype 🙂 .