well with the demise of xp and direct sound I do hope we will be able
to do more with newer technologies.
Ofcause each new stuff has its querks.
fsl which uses open al echoes when away from objects and only sounds
them right when you are right in front of them.
You can't adjust music volumes all that well, and also, panning is nonexistant.
Once a sound say is at its loudest it can go in your right or left
ear you can jump.
Sound does not gradually go in front of you but it will jump
positions so if you were not watching it your pit could jump
right in front of you.
its something we will have to get used to.
There is a lot of focus into editing sounds to.
with something like fsl you don't need to have the sounds that good.
Not that loud or soft but whatever.
have them as mono, and they play.
Or have them nice and loud and it matters not.
I didn't know that open al was that powerfull till I began designing
sounds for reality game studios.
Its something the blind have never gone into.
Its sertainly possible now to make a simple 3d fps by not doing much,
most sound is calculated.
What is geing done is quite simple but there is potentual.
Things like hearing bullets wizzing buy and other things could be a reality.
We have online games now and other such things.
You can actually feel like you are in a game now.
Saying that getting used to all the extra echo fx and tuning out only
what is needed is a small issue.
So far coordinates are used to find things and I rely on these a lot
more than the sound since things will echo a lot but you get used to
it and you will find it rather cool.
At 11:45 PM 1/4/2014, you wrote:
Hi:
Yes, once again I find myself in agreement with Dallas. While it is
certainly true audio is limiting to a point it doesn't mean that it
has to be simplistic as it all too often tends to be with audio games.
For example, one genre or style of games that is way over represented
is the Space Invaders type arcade game. Just your basic 2d arcade game
with ships falling or landing and you have to move left and right and
shoot them out of the sky. That's alright as far as it goes, but the
truth is we could do so much more with the game idea than has been
done.
One way is rather than a simple 2d game why not have a 3d arcade game
where you fly a ship around a 3d grid up, down, left, right, forward,
and backwards while shooting enemy spaceships. With libraries like
OpenAL its entirely possible to do a pretty fair representation of
your position in 3d space, and you would end up with a far more
complex audio game. While still having a pretty cool arcade
shoot-m-up.
The thing is that so much more can be done with audio than has been
tried or is being done, and while there are certainly times when a
developer might not want a full on 3d audio environment it would
greatly enhance many existing audio games just by adding some extra
complexity to the game.
Cheers!
On 1/2/14, Dallas O'Brien <[email protected]> wrote:
> no shaun. we perhaps aren't mainstream. but yes, there its lots that
> can be done in sound. i agree, there are limits to sound over visual
> elements, but it actually doesn't have to be as simplistic as it
> currently tends to be.
> as for the online thing, well, i'm sorry, but if you look at the
> amount of people playing online, to the amount that don't, the online
> stuff is the thing now. agreed, there are those who don't. but
> generally, online play is where it's at now.
> dallas
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