Or. You could use .setFrequency and change it that way. -----Original Message----- From: Phil Vlasak [mailto:[EMAIL PROTECTED] Sent: Monday, October 30, 2006 7:39 AM To: Gamers Discussion list Subject: Re: [Audyssey] Accessible Asteroids (was Game programmingeducationproject.)
Hi Nolan, I found that my Super Dogs Bone Hunt had a similar problem when all the bones made the same sound as your Asteroids do. I came up with ten variations on the bell sound at different pitches and rates and saved each as a sound file then had the game pick one at random for each bone. Then I determined the distance to each from you and turned off the sound of those beyond a certain distance. Hope this helps, Phil [EMAIL PROTECTED] ----- Original Message ----- From: "Nolan Darilek" <[EMAIL PROTECTED]> To: "Gamers Discussion list" <gamers@audyssey.org> Sent: Sunday, October 29, 2006 5:20 PM Subject: [Audyssey] Accessible Asteroids (was Game programming educationproject.) > > On Oct 29, 2006, at 3:35 PM, AudioGames.net wrote: > >> Programming an accessible Asteroids game is one thing, but I'm >> wondering about the *design* of an accessible Asteroids game? Did you >> already think about that or are you still considering another >> 'classic' game instead? The reason I ask is because I'm extremely >> interested in your project >> *IF* you >> decide to somehow document all design decisions that would make an >> otherwise inaccessible video game accessible for the blind (assuming >> that is what you mean with 'accessible' of course * ;) > > > Barring any unforseen disasters, I'm very close to releasing > soundclips of my accessible Asteroids-like shooter. I was working on > it last year, but getting a job pulled me away, then I ran into some > limitations that a 2-D trig-based engine couldn't resolve, so I went > fully 3-D with semi-realistic physics. I don't want to get too > technical, but here's basically how the design works: > > All objects emit sounds, and to aim at/navigate toward asteroids one > need only follow their positional, dopplering whoosh. To shoot an > asteroid, the player aims at the sound and the targeting system begins > to ping, with different tonal qualities conveying different meanings. > High C means that the target is ahead but not in range, an ascending > tone indicates that the ship is closing, a descending tone indicates > evasion, etc. So, to successfully shoot an asteroid, the player lines > up with it and begins accelerating until the targeting system > indicates that weapon range has been reached. > > There were a few considerations that complicated the design. At higher > levels (or even at lower levels at "insane" difficulty :) there may be > 30 or more targets in the playing field. As such, the asteroid > whooshes tended to blend together into one long string of white noise. > I resolved this partially by implementing what I called the "audio > HUD." Objects attenuate over distance, but it was often difficult to > pick the most significant targets (I.e. the closest) from the noise. > The HUD highlights closer objects by increasing what OpenAL calls > their "reference distance," the distance at which an object's volume > is decreased by half, when they're within a configurable range. This > made nearer objects become more noticeable, but it still posed a > problem when there were many "near" objects. I resolved this further > by implementing HUD modes, renaming the former mode "panoramic" and > adding a second mode, "seek and destroy," which only highlights the > closest object, regardless of range. The result was rather > interesting--a wall of white noise that shifted and became audibly > louder in the direction of the closest target. Sounds like it might > not be much of an improvement, but I found myself able to orient and > fire onto closer targets by simply paying attention to the shifting > field and noting louder areas. And this effect was only an issue when > the ship was in the center of a thick cluster of asteroids--not > exactly a desirable position in which to find yourself. :) Itt'd > lessen as I'd shoot my way clear, or as asteroids bounced/floated free > of the cluster. > > Today I'm working on a collision alert system. Asteroids were zipping > in and smashing me at extremely high speeds, and taking evasive action > was proving to be incredibly difficult. My current system adds an > extra sound to the oncoming target which informs the player of both > the nature and direction of the threat. Seems to be working reasonably > well, though I'm not entirely certain that it's as accurate as it > could be. > > I need to add a few more cues into the sound index, purchase new music > and figure out the best way to record gameplay on a mac (yes, it's > cross-platform and OS X is the primary development platform :) but > with any luck there'll be something up in the next week or two. > > _______________________________________________ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. __________ NOD32 1.1659 (20060713) Information __________ This message was checked by NOD32 antivirus system. http://www.eset.com _______________________________________________ Gamers mailing list .. 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