I can tell you this:
VO will not work with the client at all.
once you start the client to log-in, you get no voice out of VO.

The way I played before involved a very large screen and my being very close 
(less than a foot). made for some very hard raiding, but it was doable, just.

as for the sound environment, it should sound a lot like the natural world. if 
you are walking align in a tunnel, you should be able to hear the approximate 
locations if the walls based on reflected sound of your footsteps and armor 
noise. if you hear battle be it sounds muffled, that means you have an object 
between you and the fight. the fight should be perfectly visible in sound, like 
if a monster is on the right doing battle and is closer to you than one on the 
left also doing battle, then the right one should sound louder and sound off to 
the right. depending on where they are around, using binaural sound location 
should be easy. I don't hear any of this in the game.

-Eric

On Dec 17, 2010, at 2:54 AM, Yuma Decaux wrote:

> Hi Eric,
> 
> As you do have a version of WOW for the mac, i was wondering if you were 
> actually able to get to the game world, or were stuck in the intro dialog 
> where you choose your character.
> 
> Is there any navigation possible with VO before entering the world, and once 
> within the world is everything inaccessible?
> 
> I'm asking this as i believe the scripts can take from various parts of the 
> api and provide sound cues and menu navigation via key bindings, just as is 
> the case in quake when you go to the console.
> 
> For the sound cues, i think it should be a matter of mesh picking within the 
> game window. All objects are drawn and therfore have ID tags to them, with 
> sub categories, such as NPC, players, statics, triggers etc. If different 
> sound cues could be integrated which do not hamper too much to the 
> experience, and allow the user to understand where he/she is, this might be a 
> start.
> 
> I remember there were a lot of keys used when entering a full blown warzone, 
> spells, items in the pouch, jumps and communication, so there are probably 
> many ways to find an underlying architecture that could easily be picked for 
> accessiblity.
> 
> If all graphics are turned to their minimum, and sound quality is in fact 
> true 3D spatial, this could be something to consider.
> 
> 
> Best ergards
> 
> 
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