Ah I think i understand what you mean about a black and white level.  I
downloaded the vOICe software from http://www.seeingwithsound.com/.  I get now
how it creates different sounds based on an image.  I pasted below a
description from the website for those that are curious about how it works.

--- begin quote ---
There are three simple rules in the general image to sound mapping of greyscale
camera images, each rule dealing with one fundamental aspect of vision: rule 1
concerns left and right, rule 2 concerns up and down, and rule 3 concerns dark
and light. The actual rules of the game are

1. Left and Right.

Video is sounded in a left to right scanning order, by default at a rate of one
image snapshot per second. You will hear the stereo sound pan from left to
right correspondingly. Hearing some sound on your left or right thus means
having a corresponding visual pattern on your left or right, respectively.

2. Up and Down.

During every scan, pitch means elevation: the higher the pitch, the higher the
position of the visual pattern. Consequently, if the pitch goes up or down, you
have a rising or falling visual pattern, respectively.

3. Dark and Light.

Loudness means brightness: the louder the brighter. Consequently, silence means
black, and a loud sound means white, and anything in between is a shade of
grey.

--- end quote ---



Quoting Tim Holt <[EMAIL PROTECTED]>:

> I could create the levels for you - the software part I unfortunately don't
> have
> time for, thought I am interested in the idea.
>
> When you say black and white textures, do you mean having a wall be all
> black,
> or a floor all white, or more a mixture like a checkerboard pattern?
>
> Tim
>
> Quoting Che <[EMAIL PROTECTED]>:
>
> >   Hi Tim,
> >   Yes, I think that would be very informative.  I don't know how much if at
> > all hl2's engine can interact with other software, but if it could be made
> > to talk with our screenreaders, that would open up an entire world of
> > possibilities.
> >   At this point however, I would be satisfied with just getting a couple of
> > simple levels done and a audio mod that would allow one to track other
> > players by sound.
> >   One thing in the future that would be nice is an audio file to play when
> > you picked up a weapon or ammo or health that would say the name of the
> item
> > you picked up.
> >  Is that sort of thing doable?
> >   Many thanks,
> >   Che
> > ----- Original Message -----
> > From: "Tim Holt" <[EMAIL PROTECTED]>
> > To: <[email protected]>; "Che" <[EMAIL PROTECTED]>
> > Cc: <[email protected]>
> > Sent: Tuesday, January 24, 2006 5:41 PM
> > Subject: Re: [hlcoders] Blind project
> >
> >
> > Che, I have forwarded your email on to a serious games mail list which is
> > frequented by game developers interested in education, training and so
> > forth.
> > They might find it interesting.
> >
> > Here's an idea to toss out there.  What about creating a system where
> > descriptions of textures could be placed in a localized text file.  When
> the
> > player looked at a texture and asked for a description, they would get one.
> > It
> > doesn't help with spatial awareness but it does help with environment
> > description.  Just simple descriptions like "Old weathered brick" or "Shiny
> > metal door" might be interesting.
> >
> > The same idea could be applied to prop models in the game.  Looking at a
> > light
> > fixture gives you "A light with a bare bulb" or one might see "A broken
> hole
> > in
> > the concrete floor"
> >
> > For implementation, I think one would just project a vector to where the
> > player
> > is looking.  Then see what texture it intersected and describe that
> texture.
> > Or see if it intersects a model, in which case one gets a model
> description.
> > Then some kind of text file would list each texture by name and an
> > accompanying
> > description.  The same with each model name.  Wildcards would be useful, so
> > that
> > for example any texture with the word "brick" in it would be described as
> > "Brick" unless there was a more exact match to the given texture.
> >
> > Tim Holt
> >
> > Quoting Che <[EMAIL PROTECTED]>:
> >
> > >   Hey Alexander,
> > >   Of course, please post what you can far and wide.  Feel free to give
> out
> > > my email address [EMAIL PROTECTED]
> > >
> > >   And many thanks for this.
> > >   Also, I am doing research on various console commands that will help
> the
> > > blind player, as accessing the menus is tricky without sight.  Do you
> know
> > > of any sites that would list the frequently used deathmatch commands?
> > > Specifically, I am hoping to be able to launch a multi player session/map
> > > from the console, including inputting the correct server and required
> > > information.
> > >   Thanks for any help,
> > >   Che
> > > ----- Original Message -----
> > > From: "Alexander Galerakis" <[EMAIL PROTECTED]>
> > > To: <[email protected]>
> > > Sent: Tuesday, January 24, 2006 4:49 PM
> > > Subject: Re: [hlcoders] Blind project
> > >
> > >
> > > > Hello Che,
> > > > this is certainly for a noble cause. I can't help with the development
> > > > but
> > > > I
> > > > have posted your message on my HL2 & Steam news website, Mod HQ, to
> > > > hopefully get more people's attention. If you are not ok with that for
> > > > any
> > > > reason I can remove it of course, just ask. Good luck with this
> project,
> > > > I
> > > > hope you get the help you need!
> > > >
> > > > Regards,
> > > > Alexander Galerakis
> > > > Webmaster for Mod HQ
> > > > www.mod-hq.com
> > > >
> > > >
> > > > ----- Original Message -----
> > > > From: "Che" <[EMAIL PROTECTED]>
> > > > To: <[email protected]>
> > > > Sent: Wednesday, January 25, 2006 12:05 AM
> > > > Subject: [hlcoders] Blind project
> > > >
> > > >
> > > > This is a multi-part message in MIME format.
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > >  Greetings,
> > > >  My name is Che Martin and I am a blind player of hl2.  This is
> > > > accomplished by using a piece of software that turns images into
> > > > decipherable sounds.  You can get an overview of this software if you
> > > > wish
> > > > at www.seeingwithsound.com.
> > > >  I am attempting to get a project off the ground so that blind users of
> > > > this software can use hl2 to train with the software.
> > > >  I am looking for a couple of very basic levels, maybe two or three
> > > > rooms
> > > > each with simple black and white textures so the user doesn't get
> > > > overloaded
> > > > with visual information.  Also, two audio modifications would help
> > > > tremendously, having a player generate a sound when they move so they
> > > > can
> > > > be
> > > > tracked, and possibly a sound generated when you have a target in your
> > > > aiming reticle.
> > > >  I have some background with visual basic and c+, and I think I can do
> > > > some
> > > > of the coding if someone can point me in the right direction, but for
> > > > level
> > > > creation, I definately need someone that can see.
> > > >  If you are interested in helping with this project, or know someone
> who
> > > > might be, please let me know.  You can email me directly at
> > > > [EMAIL PROTECTED] if you like.
> > > >  The main purpose of this project is to help folks understand and train
> > > > with the seeing with sound software, and hopefully have some fun while
> > > > doing
> > > > it.  If you would like to be a part of this worthwhile effort, we
> > > > welcome
> > > > any and all assistance.
> > > >  Thanks,
> > > >  Che Martin
> > > >  [EMAIL PROTECTED]
> > > > www.linksForBlinks.com
> > > > --
> > > >
> > > >
> > > > _______________________________________________
> > > > To unsubscribe, edit your list preferences, or view the list archives,
> > > > please visit:
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> > > >
> > > >
> > > > _______________________________________________
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> > > > please visit:
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> > > >
> > > >
> > >
> > >
> > > _______________________________________________
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> > > please
> > > visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> >
> >
>
>
>
> _______________________________________________
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