ah, thanks for letting me know man, that's good news!!

Scott

On 2/7/09, Thomas Ward <thomasward1...@gmail.com> wrote:
> Hi Scott,
> Well, I do have some good news for you in that area. Another game
> developer contacted me off list and let me know I was doing things the
> wrong way with PyGame/SDL. He let me know it is possible to initialize
> an audio channel with the sound, then set panning, before you actually
> start playing the file. I apologize if I was a bit misleading in my last
> post. When it comes to creating games with PyGame, SDL, or SDLDotNet, I
> am somewhat of a learner myself. Most of my programming experience the
> passed 10 years is been on the Windows side.
>
> Scott Chesworth wrote:
>> Hi Tom,
>>
>> This is all great stuff for me to be reading, I'm learning a lot.  If
>> you have the time and it's not too involved, would you mind going into
>> a bit more detail about the best workaround you've found so far to
>> cope with the weird panning system of SDL?  My initial idea for a
>> workaround was to get a feel for how quickly a sound can be panned to
>> the position I'd want it to be in the stereo field after it's been
>> triggered in the center, then add a bit of silence to the beginning of
>> the sound so in effect SDL has still triggered a file but the user
>> wouldn't notice the panning adjustment because they wouldn't hear
>> silence being panned.  It'd work for environment/atmospheric sounds,
>> but wouldn't be much use for sounds that were triggered by a specific
>> event or key press to perform an action like pressing a switch, plus
>> I'm sure there's a more eligant way of doing it.
>>
>> I ask because in my blind man on a mission simulation thing for uni, I
>> plan to start by walking down a fairly deserted road.  There will be a
>> mobility instructor a short distance away coaching you through the
>> first part giving helpful little hints such as "ok, keep going over
>> this crossing", "you can ignore that to your right it's just a side
>> road" or "woah! head left and get yourself back on the pavement" if
>> the player strays into the road itself.  There will be a few obsticles
>> scattered which my cane will touch and the user will have the time
>> between the cane hitting it and my next foot fall to tap the opposite
>> directional key to avoid ploughing into it.  If they're quick to tap
>> the correct direction the blind man avoids the obsticle, slower on the
>> uptake and he'd brush past it but not cause any real harm, and
>> creating the sounds for what happens if he ends up walking into them
>> will be great fun hehe.  Simple enough and overdone for us, probably
>> trickier for a sighted person who's not as used to reacting that
>> quickly to hearing alone, so I thought it'd be a good way to start the
>> mission off.  It all seems simple enough to code in theory for a
>> newbie like me, but the SDL panning system sounds like it'd put a real
>> dampener on the idea of it being fast responsive gameplay, especially
>> in a quiet basic environment.
>>
>> I'd be grateful for your take on it...
>> Scott
>
>
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