Starting a Game
About A. Crowther
Sleep & Pause
Tips & Tricks
Did You Know?
The sounds of Captive were created using Aegis’s "Audio Master II" sound sampler. They were all merged into a single block of sound under the 8SVX file format, a subformat of IFF (Interchangeable File Format) commonly used on the Amiga. The result is a 52k, 8-bit mono PCM sampled sound file and you can click here to download a copy of it.
Even though the file has 26 recorded sound samples, Captive generates 52 different sounds by manipulating the pitch. For example, the sound generated by the "Critter" encounter is the exact same sound sample used for the "Dog" encounter, but played much faster.
Below is a table listing the 52 generated sounds sorted by their offset in the sound file.
A special operation is made when the system is requested to play sound ID 33, 34 or 35. The operation consists of randomly selecting a pitch in order to put variety and more realism in what shouldn't be an identical sound each time it's played. In this case, the hardcoded pitch specified in the table above is offseted by a random value between -4 and +3.
You probably noticed that there are 12 different sound entries for the elevator movement when, in fact, we always hear only one in Captive 1.0. While moving, the sound manager does use each entry one by one to give the "auditive illusion" of an elevator going up or down, thanks to the different pitch in each entry. For some reason, (a bug?) Captive 1.0 doesn't handle the pitch variance compared to Captive 1.2 that has this feature working. The same goes for explosion sounds as a stronger explosion will have a lower pitch than a weaker explosion.
Since the system can only play one sound at a time, it would really sound strange if the sound of an explosion would abruptly be silenced by the sound of an electric bolt. To prevent such a thing from happenning, the sounds have priorities. If a requested sound has a lower priority than a sound currently being played, it will be ignored.
Stereophonic SoundAn attempt was made to make the Atari version in stereo, but a problem appeared and the programmer had to force the audio to be mono for release of version 1.0, hoping to solve it for the next release. The existing binary of Captive 1.0 can be manipulated to successfully turn on stereo sounds, but the sound samples are then played twice faster than they should. It is assumed that this is the problem the programmer had to fix.
In Captive 1.2, the code that was meant to support stereo sounds has been completely removed.