Re: BK3, the chesboard of audio game innovation

Audio platforming mechanics are indeed quite challenging to implement. Going with Reverb and 3D positioning would help, yes, but only to a degree. For example it won't help if you have stacked platform's with one above the other, and it may not tell you whether the pit your in front of is safe or filled with deadly spikes. I should really spend some time getting a better grasp of reverb in general, which diagonite and others seem to have more experience with. I wouldn't considering having a look cursor unusual though, even by sighted standards. There are a number of games for example where players are in incredibly dark environments and need to use limited light sources or cones of light to slow down and assess the environment, having an audio focus equivalent is no different.

Another approach i've experimented with is Peter Meijers Image to Sound sonifying techniques, which in practice gives somewhat mixed results. Replicating the sonifier is very resour ce intensive and has a chronically low resolution, interpreting it also takes some amount of training to intuitively understand what the resulting sounds are trying to convey. I think perhaps, using 3D positional audio and giving the player the ability to take a snapshot of the screen with a Sonifier, combined with a look cursor could help give some overlapping perceptual coverage, creating a better experience by supplying users with more tools with which to assess their environment.

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