Re: Platformer audio cues list

Spikes don't break... I have the feeling the list tree didn't come out right (or at least it doesn't on some screen readers, despite each entry should be its own line?) Also please let's make the assumption that all sound effects would be 2D where relevant. (note that this is 2D and not 3D since there isn't a depth axis)

The high pitched beeping sound is pretty much what the old sonar method did, let's say people weren't happy with it and would get confused constantly. Making the screen reader talk is rather blunt (and could get annoying) so I'd try to keep that at a minimum where possible, especially for situations that are likely to happen quite often.

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