Either that or you could make like a sliding glass door going from left to 
right or maybe from both sides and closing on one another, and you gotta listen 
to the sounds moving toward one another and if they are in the same place, 
directly in front of you and they clang, well you can't make it through cause 
they're completely closed together. But You'd have to make the left side make a 
different sound than the right side or you'd not be able to tell which side of 
the trapdoors were doing what. So basically when you press the lever or what 
ever you hear the two doors moving off to your left and off to your right, but 
as soon as you start moving, they begin to move back towards one another. Maybe 
that could be done.
  ----- Original Message ----- 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Monday, November 02, 2009 12:46 PM
  Subject: Re: [Audyssey] mota help


  Hi Kelly,

  Hmmm...You have a point there. However, volume wouldn't be a good 
  indicator in this case. Main reason is that volume is determined by 
  DirectX according to the distance you are away from the object. So if a 
  sound is loaded into a DirectX 3D sound buffer the  3d listener handles 
  the volume of the sound, and there is no way to independently control 
  the volume. As Willem said I'd probably have to use pitch instead.

  Kellie and my lovable Lady J. wrote:
  > But wouldn't the guess work be part of the challenge? I mean, in all 
  > honesty I don't know how feasible it would be to try that. But, in 
  > Jim's baseball game wen the sound is moving from the left to teh right 
  > speaker, practice is what helps you succeed. Just like a sighted 
  > player has to estimate the gap and if they are wrong? they get hit. I 
  > think the idea of it getting louder as it is closing, interesting.
  > Kellie and my lovable Lady J.
  > Resident Adviser, Guide Dogs for the Blind Oregon campus
  > www.guidedogs.com


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