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: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the list archives, > > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please > > > visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

