what about a rising pitch instead of a beap?
also a different sound for targeting.
and another for when your target is idol.
So instead of the monster below and above, or in front of you if there is a 
monster in range you here a tone, you turn toward it and well the tone gets 
higher and vice verser
At 07:33 a.m. 30/01/2006, you wrote:
>On Sun, 2006-01-29 at 08:50 -0800, Mark BurningHawk wrote:
>> I personally don't mind all the audio input--things beeping and 
>> soudns and such--in fact, the richer the better, as long as my wimpy little 
>> sound chip (compaq Presario 6420) can handle it, which sometimes it can't. 
>end-quote
>
>I'm currently writing a paper about the different ways that people like
>to get information from audiogames and the fact that there are two
>predominantly different schools of thought on this is quite interesting.
>There are advantages and disadvantages to each, but it is clear that
>people are different and we should try to make things adapt to their
>needs rather than dictate what model they should be using.
>
>We hope to implement alternative schemes of signals and so on in AQ
>later on during it's development.
>
>quote
>> I wonder, sometimes, though, at the accuracy of the audioquake engine, as 
>> sometimes I would appear to be shooting right at something, but come up with 
>> a clean miss.  According to the targetting beep, I'm dead on, but even with 
>> a directed weapon like lasers or rockets, I miss clean.
>end-quote
>
>That's probably because the engine is being too accurate and the sound
>rendering isn't giving you all the information you need.  We will try to
>improve this in future releases.
>
>quote
>> Another bug I seem to have found is that, whe switching ESR modes, 
>> from mode one to mode two, when I switch back to mode one, the enemy warning 
>> and targetting beep does not happen.  Also, what exactly is mode two 
>> supposed to do?  I read in the manua that it's supposed to help you locate 
>> additional hazzards, such as enemies, but I can't seem to follow it to an 
>> enemy, even when it's on mode two.  As I say, I"m a newby to this, so please 
>> help me learn.
>end-quote
>
>Thanks for reading the manual :-).  The ESR mode 2 is designed to help
>you jump over pits and so on.  It's only really useful when a hazard
>like that is in front of you.  The idea is that you can use it's beep
>rate to judge when to jump.
>
>If you think of alternative ways we could indicate such timing issues to
>the player, please suggest them -- it would be good to come up with
>something a bit more absolute than the current system, for want of
>better words.
>
>bye just now, best regards,
>
>
>-- 
>Matthew T. Atkinson <[EMAIL PROTECTED]>
>
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