Hi Cara, the problem with linking this device with the iPhone, iPad, or iPod 
touch, is that it would either have to be wireless, with a Bluetooth 
connection, or a lightning connector, or the older 30 pin connector.
And as he has already stated, aprone has already constructed the device, and a 
wireless connection would be too expensive to incorporate.
And to incorporate anything like the dock connector, or lightning connector, 
would be very difficult. And it would mean that you would have to have a 
separate device, for iPhone, iPad, and iPod touches. Separate completely, from 
the original device type, which is USB.
Although I agree, it would be handy, I think the current abilities of the 
iPhones, iPods, Andy limited degree of iPad support, is more than enough for 
most games.
Best regards:
Dallas


On 05/05/2013, at 11:33, Cara Quinn <caraqu...@caraquinn.com> wrote:

> Jeremy, Awesome! I'd love to see about incorporating using this with the 
> iPhone.
> 
> I'm currently working on a little something which uses the compass / 
> accelerometers etc for motion like you describe in a first-person situation. 
> -And yes, I do my own calculations, but I'd sure also dig a device doing it 
> for me as well! :)
> 
> Kudos to you for your efforts in creating a device like this! Woohoo!
> 
> Totally love your idea! Thanks for sharing it!
> 
> Smiles,
> 
> Cara :)
> ---
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> 
> http://www.onemodelplace.com/CaraQuinn
> 
> Follow me on Twitter!
> 
> https://twitter.com/ModelCara
> 
> On May 4, 2013, at 4:33 PM, Jeremy Kaldobsky <jer...@kaldobsky.com> wrote:
> 
> Hey guys,
> 
>   I spend most of my time on the audiogames.net forum, and every now and then 
> I'm reminded that I've shared news with them but forgot to post it here as 
> well.  My apologies, people of the audyssey list!  :D  LOL.
> 
>   After my 2.9 patch for Swamp I began working on a new project.  To make a 
> long story short, I learned I was going to need to get a second job in 2 
> months so I wanted to make the most of them.  I officially ended development 
> on Swamp and have dedicated myself to getting some stuff accomplished in the 
> 2 months I have left.  After I get the additional job I will have a lot less 
> time available to work on projects, so I don't know how that will impact my 
> efforts as a game developer.
> 
>   The new project can actually be thought of as 2 separate, but linked, 
> projects.  My new game is going to be an RPG based in the Daytona/Castaways 
> storyline.  It will take place many years after the Daytona game, and you 
> will learn what happened to the leader from the end of the Castaways game.
> 
>   The mouse hardware requirement for Swamp was a terribly unpopular move for 
> a very very long time.  Using the word unpopular may even be an 
> understatement, ROFL!  Well that battle was fought and won, and I feel the 
> audio games community is a better place now that the mouse is an accepted 
> tool for gaming.  This opens up more options for game developers, and that is 
> always a good thing!  Well this RPG is going to follow in those foot steps 
> and require a new piece of hardware.  In a move that will go down in audio 
> games' history as an epic mistake, or as a revolution, my RPG will require 
> players to have a 3D head tracking headset I have named the See Munkey.  (I 
> still crack a smile when I say See Munkey out loud.)  While wearing the 
> headset in the RPG you can simply move your head around to move the head of 
> your in-game character.  This will give a more natural playing experience 
> plus allow you to easily look up or down to get a 3D feeling of your
> surroundings.  To determine the locations of sounds in the real world, we 
> naturally move our heads to see how the sounds will change.  This gives us 
> far more data than we can get from being perfectly still, which is how we 
> normally are in games.  I'm trying to give players that same advantage inside 
> of the game world.
> 
>   Development of this device has burned through 3 weeks, which is more than I 
> planned for.  The good news is that I not only have a working prototype but 
> I've already ordered a shipment of parts to produce 13 more.  More detailed 
> information about the "Munkey" will show up once I'm ready to sell them but 
> here are the basics:
> 
>   The device clips on to your existing headphones, or clips on to a plastic 
> headband that comes with it in case you use ear buds instead of headphones.  
> It does not produce sound to replace your headphones, which is a common 
> misconception, but rather tracks the orientation of your head in all 3 axis.  
> This data can be read by games and programs to customize the experience.  
> This is similar to how a game can be designed to receive input from a mouse 
> or a joystick.
> 
>   The device can be used by other developers!  If these do find their way 
> into the hands of many players, it will be a brand new tool for developers.  
> It is my understanding that BGT is already set up to handle serial 
> communications, which means programmers who use BGT will be able to 
> incorporate the headset immediately into their own projects.  Other 
> developers can easily look up how to read and write to the device using 
> serial communication, which will give them the same ability.
> 
>   Games that aren't designed for the headset won't suddenly become 3D when 
> you use it.  This is the same as playing a game that isn't designed to work 
> with a joystick or mouse.  Separate software can be used to map the See 
> Munkey to the mouse or keys though, which means you can have an interesting 
> new way to play even those games.  As an example, Swamp is not designed to 
> use the headset yet I was still able to play using it.  I mapped turning my 
> head to the mouse X-axis, forward to tilting my head down, and backward to 
> tilting my head back.  I didn't do it at the time, but I could have also made 
> tilting my head left or right to perhaps side step, reload my weapon, or 
> toggle the radar.  It wouldn't replace the need for the keyboard, but it was 
> definitely a new playing experience!
> 
> So yeah, that's pretty much what I've been doing lately.
> 
> I'll answer some questions before they're even asked:
> Q: How much will it cost?
> A: The device will be $50 plus between $4 and $8 in shipping, depending on 
> where you live.  Since I haven't shipped any out yet I don't know the exact 
> shipping prices yet.  I'll update that once I've sent out a few and know the 
> exact rates.
> 
> Q: Where will you sell these?
> A: My website will be set up with a special page to sell these once I'm ready 
> to do so.
> 
> Q: Can I pre-order one?
> A: No, I will not accept pre-orders.  I've already had a handful of people 
> ask me about that, but I'm absolutely not comfortable taking anyone's money 
> until I've got the product in my hands to ship out to them.
> 
> Q: What happens if I drop it?
> A: The device is completely encased in hard rubber to make it, hopefully, 
> drop proof.
> 
> Q: What happens if I eat it?
> A: You'll die.  Actually I don't really know that.  My friend Steve isn't 
> being a "team player" so I can't answer this question yet.  The device is 
> about 2.5 inches long, 1 inch wide, and 3/4 inch tall so swallowing it would 
> be difficult but not impossible.  It also has a 6 foot USB cord on it, so I 
> actually think you'd choke on that after getting the thing down.  LOL!
> 
> Q: Will other developers have to pay to use this device in their 
> games/software?
> A: Nope, not at all.  I'm definitely not going to get rich from selling these 
> things, so the entire point is to get a new and useful tool out there for 
> other developers to take advantage of.  This probably isn't the perfect 
> solution to adding 3D to audio games, but it's far better than what we're 
> using already.
> 
> Q: Will this come with a warranty?
> A: I don't know, but probably not.  Most places that give you a warranty are 
> charging everyone extra money to pay for that.  I've cut every corner I could 
> to make these as cheaply as possible, so replacing devices with a warranty 
> would quite literally be money coming out of my own pocket, and I'm far too 
> poor for that!  HAHA!  I do believe I'll at least let people send back broken 
> headsets to I can see if they can be fixed.  I'll feel terrible if someone 
> gets a broken one, which is why I've encased them in hard rubber and am 
> sending them in boxes rated as "indestructable".  I'm pretty sure I could 
> step on this prototype without hurting it, but I'd rather not find out.
> 
> Q: Can I get a cordless version?
> A: Sorry no.  Making this thing cordless would easily double or triple the 
> price.  I searched high and low to get just the right parts to keep this 
> thing affordable, and wireless just didn't work for that.  To give a small 
> idea of how many corners were cut, just ONE of the parts in this thing costs 
> $100 when purchased fully assembled!  I went with off brand, unassembled 
> parts, that had to be calibrated manually and run my own software written 
> from scratch.
> 
> Q: What happens if I buy one and then you build a more advanced version?
> A: I've actually planned for that.  The See Munkey headset is already packed 
> with all of the accelerometers, gyroscopes, magnetometers, processing power, 
> and memory it should ever need.  Writing software that turns all of those 
> sensors into reliable Yaw, Pitch, and Roll data is something groups have 
> invested years into.  I've spend about a week coming up with my own, but I'm 
> sure that will improve quite a bit over time as I work out more complicated 
> math to improve performance.  The headset has already been designed to grow 
> over time in 2 ways, without you needing to replace it with a new device.  If 
> I wake up in the middle of the night with some brand new idea for coding the 
> See Munkey, I can release it as a firmware update that anyone can choose to 
> download.  That would improve the performance of your device while still 
> having it work on every game and piece of software that it worked on before.  
> It would just work better!  The other option is for
> developers to output the raw sensor data instead of just the yaw, pitch, and 
> roll.  So lets pretend that a game developer feels he can do a better job 
> arriving at yaw, pitch, and roll than the device naturally does.  In his game 
> he can pull the raw data and use his own set of mathematical equations on it. 
>  For developers who are happy with the results provided by the headset, they 
> can just have their game pull in the 3 processed values.  I like this 
> approach because people are going to come along that are far smarter than I 
> am.  With the ability to read the raw sensor data, they will be able to make 
> the See Munkey perform in ways far beyond what it can do at this exact 
> moment, and yet no one would have to go buy a new one!  Yay!  :D
> 
> Q: What was the third question?
> A: That was asking about pre-orders.  I don't allow pre-orders.
> 
> Q: Does the See Munkey use binural sound to more precicely simulate real life 
> when sounds are around you?
> A: That would be a software thing, and the See Munkey is just hardware.  If a 
> developer is using binural sound in his game or program, then the See Munkey 
> can easily be used to enhance it, but we are talking about 2 different things.
> 
> 
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