Re: My view on audio games and a DFE announcement

2015-07-17 Thread AudioGames . net Forum — General Game Discussion : Victorious via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

@Robjoy: definitely agreed on it being extremely time-consuming. Im experiencing that myself.Camlorn has posted an update about his attempt at creating a better audio library here:http://camlorn.net/posts/july2015/libau … pdate.html

URL: http://forum.audiogames.net/viewtopic.php?pid=224496#p224496




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Re: My view on audio games and a DFE announcement

2015-07-17 Thread AudioGames . net Forum — General Game Discussion : robjoy via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

@Victorious: I have nothing against OpenAL Soft, it is certainly the way forward, however, essentially, it is the same as OpenAL, with the exception of audio being rendered in software. It still has all the shortcomings of OpenAL.@Ian: Thank you very much for enlightening us. I believe Camlorn is not designing his audio library strictly for audio games.Callbacks would be quite useful in even not too extreme cases, such as beat detection for a rhythm game, dynamic music mixing, etc.@Daigonite: Well said.Unity is perfectly fine if you are sighted, since accessibility issues emerge only at design time.@Victorious: I have no problems with low level things, however if you do something as a freetime project, it will take considerably more time, which you could use to create games instead. This is where I am, at the moment.@CAE_Jones: WebAudio is now mature enough, unfortunately I havent seen an easier language which could communicate with JS. Th
 ere is a Lua VM, but it is extremely slow in non-Firefox browsers.A html 5-based DFE could have been a possibility, but at the moment it is far from reality.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=224495#p224495




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Re: My view on audio games and a DFE announcement

2015-07-17 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

Something like DFE, or heck even BGT for HTML5 would be beneficial, especially for those just starting out with html5 game programming, though do remember that creating a specific audio game language will undoubtedly set some limitations on developers as to what they could do. BGT, though I commend it on its huge expanse of functions, libraries, and just about everything else youd need for audio game development, still lacks a couple of features that are imperative for a game like S Quad Racing to even function.

URL: http://forum.audiogames.net/viewtopic.php?pid=224511#p224511




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Re: My view on audio games and a DFE announcement

2015-07-17 Thread AudioGames . net Forum — General Game Discussion : Victorious via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

@severestormsteve1: A specific audiogame language probably isnt the way to go. BGT ... still lacks a couple of features that are imperative for a gameThats an understatement if you want to make anything past a basic game.

URL: http://forum.audiogames.net/viewtopic.php?pid=224526#p224526




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Re: My view on audio games and a DFE announcement

2015-07-17 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

Why make a language specific for audiogames when you could develop a devkit or toolbox for them in something like C++ or Java or something? If you provide more common languages with access to the best audio modification tools available, it will help improve the quality of both sighted games and their sound design as well as making audio game development more familiar to those who have never done it before.

URL: http://forum.audiogames.net/viewtopic.php?pid=224542#p224542




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Re: My view on audio games and a DFE announcement

2015-07-17 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

No, not an IDE, although thats not a bad idea. I mean like a package.

URL: http://forum.audiogames.net/viewtopic.php?pid=224566#p224566




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Re: My view on audio games and a DFE announcement

2015-07-17 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

Maybe a good place to start would be writing more tutorials for audio game development and keeping a sticky list of links to resources/tools in the developer section? Or combing other developer sites Audio sections for useful articles and resources?

URL: http://forum.audiogames.net/viewtopic.php?pid=224598#p224598




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Re: My view on audio games and a DFE announcement

2015-07-17 Thread AudioGames . net Forum — General Game Discussion : Victorious via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

I think that an open-source implementation (or at least tutorials) on how to create a game engine would be useful. There are many definitions of what a game engine is, mine is a codebase that could be reused across any game thats developed. It should be implemented in a mainstream language, handles common tasks such as 3d sound positioning, vector math, networking, resource loading directly from disk or from some custom pack format, physics, networking etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=224601#p224601




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Re: My view on audio games and a DFE announcement

2015-07-17 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

@post 25 Yes that would be quite a great Idea. Itd be nice if all that got submitted to dark and he started a sticky topic, wherein people could post that stuff.

URL: http://forum.audiogames.net/viewtopic.php?pid=224603#p224603




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Re: My view on audio games and a DFE announcement

2015-07-17 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

Do you mean like a specific IDE? Because something like that would be practical, and quite useful imo. That is one of the things I really liked about Visual Basics IDE, the fact that it placed controls without you having to code, but in order for them to work you had to code what they did and code some other stuff on the main form itself. Perhaps something like that could be done for audio games...It may not be exactly what you meant, but it is a pretty good idea

URL: http://forum.audiogames.net/viewtopic.php?pid=224559#p224559




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Re: My view on audio games and a DFE announcement

2015-07-16 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

daigonite wrote:I think personally one of the most difficult things about being a developer for audio games (even though I only made one) is that it takes a very long time to create these games and overall it isnt necessarily profitable to build something from scratch. Now, I enjoy doing what I do but I know I couldnt make a career off of this because I simply cannot sustain myself on this work alone - this is why I have my day job. And while I love working in building accessible games, I feel like my talents would be better used in more general software where I could actually be able to sustain myself.What developing an audio game has done for me though was really help understand not only how to develop for a specific demographic with unique needs, but also developing a project in general. Its a huge learning experience that has proven to be invaluable in getting my career started as a programmer, but also ma
 king me realize that I wanted to work with developing accessible software for a career choice. So even though my profits have been minimal in comparison to a big studio or something, I would say that its worth it.Now I dont think that accessible gaming is something that is entirely out of the water. I think the biggest challenge with sighted developers is that they dont understand how a blind person may be able to play this or that or the other - I was told this repeatedly with Braillemon even though quite honestly designing the game for accessibility wasnt too difficult. They dont understand how it would work themselves so they neglect accessibility, forcing people to build mods and stuff. I wonder if gaming will improve as programmers learn about how accessibility actually works? I find it frequently neglected and I often have to educate my colleagues on basic concepts that arent really taught. I think that at least in certain kinds of ga
 mes, as accessibility is taught and accepted, the situation will improve. Certain genres simply dont have the resources to implement an accessible version in a normal timeline but others, such as most basic role playing and puzzle games, could accommodate accessibility fairly easy if it is implemented early in its design. The problem is getting there lolI agree, the 3D sound situation sucks. I develop my game in Game Maker and their 3D sound is more like left-and-right pan sound which is quite irritating, and I did have to resort to the pitch trick to actually build something. Struggling with GMs wonky sound system that sometimes just randomly cuts out is absolutely infuriating. Something like that isnt really reliable and if the technology is there to give that illusion then its quite disappointing that this hasnt been actually popularized. This would really improve the experience of many traditionally sighted titles as well.U
 nless Im misunderstanding?I havent dabbled with Unity but what is the issues in terms of accessibility? I wanted to make a title that was a survival game where youre blind and have to gather supplies to survive until youre found in Unity but I have no experience, and I did want to make the title accessible as well as available for normally sighted players.Im a little drunk so pardon me if this makes no sense, lol.Ill try and disect your post up a little bit, because I have some things to say in response.I think personally one of the most difficult things about being a developer for audio games (even though I only made one) is that it takes a very long time to create these games and overall it isnt necessarily profitable to build something from scratch. Yes, that is quite true, and Id fully credit your point, especially since you are a developer of both mainstream a
 nd audio games. While I myself havent attempted to develop anything for the sighted community, (the idea intimidates me), I understand that developing all of the quote on quote genuine mainstream games to date took at least a year. With that said, though, making audio games might take a bit less time to do that, especially if it were a day job as video game designers have, but it does make considerably less profit.Now, I enjoy doing what I do but I know I couldnt make a career off of this because I simply cannot sustain myself on this work alone - this is why I have my day job. And while I love working in building accessible games, I feel like my talents would be better used in more general software where I could actually be able to sustain myself. Im actually thinking the same thing about myself. I believe that this is why most developers of audio games are teenagers now a days, since more young people like to play games than older p
 eople. Because of that, if a game doesnt exist that a blind teenager wants to play, and they have the means and skills to do so, they often tend to develop it. Because of the profit issue and not having as much time to just mess around on the computer, adults tend to develop audio games

Re: My view on audio games and a DFE announcement

2015-07-16 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

@post 12 I think personally one of the most difficult things about being a developer for audio games (even though I only made one) is that it takes a very long time to create these games and overall it isnt necessarily profitable to build something from scratch. Yes, that is quite true, and Id fully credit your point, especially since you are a developer of both mainstream and audio games. While I myself havent attempted to develop anything for the sighted community, (the idea intimidates me), I understand that developing all of the quote on quote genuine mainstream games to date took at least a year. With that said, though, making audio games might take a bit less time to do that, especially if it were a day job as video game designers have, but it does make considerably less profit.Now, I enjoy doing what I do but I know I couldnt make a career off of this because I simply cannot sustain myself on this work alo
 ne - this is why I have my day job. And while I love working in building accessible games, I feel like my talents would be better used in more general software where I could actually be able to sustain myself. Im actually thinking the same thing about myself. I believe that this is why most developers of audio games are teenagers now a days, since more young people like to play games than older people. Because of that, if a game doesnt exist that a blind teenager wants to play, and they have the means and skills to do so, they often tend to develop it. Because of the profit issue and not having as much time to just mess around on the computer, adults tend to develop audio games a lot less,  but this does not undermine the quality of what games they do develop, Swamp, the GMA games, and X Sight Interactive being some examples.

URL: http://forum.audiogames.net/viewtopic.php?pid=224393#p224393




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Re: My view on audio games and a DFE announcement

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : Victorious via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

To add to Ians point, the Alure library does greatly simplify working with openal-soft. It can handle doing the stream on a different thread for you, and has other useful functions as well such as built-in support for .ogg files, and loading sounds/streams from memory.

URL: http://forum.audiogames.net/viewtopic.php?pid=224292#p224292




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Re: My view on audio games and a DFE announcement

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

Is it safe to assume that we can use _javascript_ audio more generally, now? I tried this... *checks timestamps* 13 days short of a year ago, but it wouldnt work outside Chrome.*Checks* Apparently the Audio object works in Firefox now. And either I forgot how to make keyboard events, or the pre HTML5 version is no longer valid. ... Probably the first one.*Considers modernizing the JFTag... really wants to stop recreating that same game that a whole two people will get*K, lets try HTML5. Worst case is that I still cant finish anything, but thats not a platform problem so much as a quite possibly literally cursed by an Akrasia demon problem. (I whine about that too much. Lets whine about how confusing Aria is instead; thats bound to be more productive.  )

URL: http://forum.audiogames.net/viewtopic.php?pid=224287#p224287




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Re: My view on audio games and a DFE announcement

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : Trenton Goldshark via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

At least with chrome and html5, with version 44 of Chrome coming out soon to the stable channel, (its still on the beta channel at this time,) Chromevox should have not many problems with these things hopefully.Cant say with Firefox and NVDA though...

URL: http://forum.audiogames.net/viewtopic.php?pid=224291#p224291




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Re: My view on audio games and a DFE announcement

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : Trenton Goldshark via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

I myself would rather like more games either be made, or ported over to HTML5 if they could.Especially for those of us who have Chromebooks.You can find a collection of HTML5 Games at:http://html5games.com/, though accessibility will be hit and miss.An html5 game called Kitten Hero, can be found at:http://pedesen.de/kittenhero/Still looking for other ones.Of course, most text-based games can be played via browsers easily.

URL: http://forum.audiogames.net/viewtopic.php?pid=224279#p224279




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Re: My view on audio games and a DFE announcement

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : Victorious via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

Are there any compelling reasons to use OpenAl instead of OpenAl-soft? OpenAl-soft is still actively being developed.

URL: http://forum.audiogames.net/viewtopic.php?pid=224160#p224160




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Re: My view on audio games and a DFE announcement

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : Ian Reed via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

I just wanted to share some of my experience with OpenALSoft in case anyone decides to pursue it.Robjoy said: while OpenAL soft provides the very minimum needed to process audio. Anything extra, such as streaming ogg Vorbis files from disk or from an encrypted file are up to the developer.I say: True, but there are other libraries to assist with this.As Victorious mentioned you can use Alure if you are in C++.I am not in C++ so I use libsndfile to stream ogg files and a separate technology to read them from encrypted files.Regarding Camlorns issues with OpenALSoft:1. His first is thread safety.He is correct that the OpenAL API should have been designed so that each method returns an error in order for it to handle thread safety internally.Because it doesnt, you have to handle the thread safety yourself.This is not quite as bad as it seems.First off, for most games, and let me say *all* audio games, your gam
 e loop should stay on a single thread.This makes your life tremendously easier.The one place this is problematic is streaming audio instead of buffering the entire file at once, since youll want a separate thread to ensure those streaming buffers stay full even if your main game loop lags a bit.For this my SoundContext locks a list of open sources whenever you need to add a new source.And it locks again when my separate thread enumerates this list to call tick on each sound.My sound.Tick method either works to fill the empty streaming sound buffers or does nothing if the sound was small enough that I chose to buffer the entire thing when it was first loaded.So I have only 2 threads, my game loop thread and my sound streaming thread.All locking behavior is contained within a single SoundContext class.2. Camlorns second complaint is the lack of callbacks.I havent needed callbacks, and they are a pretty uncommon c
 oncern when writing a game using the standard game loop pattern along with the update pattern.Heres a link to the game loop pattern:http://gameprogrammingpatterns.com/game-loop.htmlAnd the update pattern:http://gameprogrammingpatterns.com/update-method.htmlFor his example of not being able to play one note sound after another he could simply treat all the notes as a single streaming sound instead of several different sounds.Then he doesnt need to know when the sound has stopped, he just continues filling the buffers with what he wants to play once it finishes playing what it currently has.He also mentioned a problem of needing to queue up footstep sounds in advance because he can only get a 5 ms resolution for telling if a sound has stopped.Many games do not process faster than 60 frames per 
 second, that is once every 16 ms.This has to do with how fast the screen needs to be updated so that your eyes see smooth motion.So sighted games already live happily with less precision than Camlorn is asking for.Id venture the precision you need for updating audio position in 3D space is even less than that required for updating visuals.I think those were the 2 biggest issues in his blog post.Im not saying that OpenALSoft is perfect or easy, but people do use it successfully.And some of the things Camlorn wants out of it are either more extreme than a game needs, or can be solved by doing things in a different way.I hope this information helps others make informed decisions.

URL: http://forum.audiogames.net/viewtopic.php?pid=224236#p224236




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Re: My view on audio games and a DFE announcement

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

I think personally one of the most difficult things about being a developer for audio games (even though I only made one) is that it takes a very long time to create these games and overall it isnt necessarily profitable to build something from scratch. Now, I enjoy doing what I do but I know I couldnt make a career off of this because I simply cannot sustain myself on this work alone - this is why I have my day job. And while I love working in building accessible games, I feel like my talents would be better used in more general software where I could actually be able to sustain myself.What developing an audio game has done for me though was really help understand not only how to develop for a specific demographic with unique needs, but also developing a project in general. Its a huge learning experience that has proven to be invaluable in getting my career started as a programmer, but also making me realize that I wanted to work with developing accessibl
 e software for a career choice. So even though my profits have been minimal in comparison to a big studio or something, I would say that its worth it.Now I dont think that accessible gaming is something that is entirely out of the water. I think the biggest challenge with sighted developers is that they dont understand how a blind person may be able to play this or that or the other - I was told this repeatedly with Braillemon even though quite honestly designing the game for accessibility wasnt too difficult. They dont understand how it would work themselves so they neglect accessibility, forcing people to build mods and stuff. I wonder if gaming will improve as programmers learn about how accessibility actually works? I find it frequently neglected and I often have to educate my colleagues on basic concepts that arent really taught. I think that at least in certain kinds of games, as accessibility is taught and accepted, the situation wil
 l improve. Certain genres simply dont have the resources to implement an accessible version in a normal timeline but others, such as most basic role playing and puzzle games, could accommodate accessibility fairly easy if it is implemented early in its design. The problem is getting there lolI havent dabbled with Unity but what is the issues in terms of accessibility? I wanted to make a title that was a survival game where youre blind and have to gather supplies to survive until youre found in Unity but I have no experience, and I did want to make the title accessible as well as available for normally sighted players.Im a little drunk so pardon me if this makes no sense, lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=224271#p224271




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Re: My view on audio games and a DFE announcement

2015-07-15 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

I think personally one of the most difficult things about being a developer for audio games (even though I only made one) is that it takes a very long time to create these games and overall it isnt necessarily profitable to build something from scratch. Now, I enjoy doing what I do but I know I couldnt make a career off of this because I simply cannot sustain myself on this work alone - this is why I have my day job. And while I love working in building accessible games, I feel like my talents would be better used in more general software where I could actually be able to sustain myself.What developing an audio game has done for me though was really help understand not only how to develop for a specific demographic with unique needs, but also developing a project in general. Its a huge learning experience that has proven to be invaluable in getting my career started as a programmer, but also making me realize that I wanted to work with developing accessibl
 e software for a career choice. So even though my profits have been minimal in comparison to a big studio or something, I would say that its worth it.Now I dont think that accessible gaming is something that is entirely out of the water. I think the biggest challenge with sighted developers is that they dont understand how a blind person may be able to play this or that or the other - I was told this repeatedly with Braillemon even though quite honestly designing the game for accessibility wasnt too difficult. They dont understand how it would work themselves so they neglect accessibility, forcing people to build mods and stuff. I wonder if gaming will improve as programmers learn about how accessibility actually works? I find it frequently neglected and I often have to educate my colleagues on basic concepts that arent really taught. I think that at least in certain kinds of games, as accessibility is taught and accepted, the situation wil
 l improve. Certain genres simply dont have the resources to implement an accessible version in a normal timeline but others, such as most basic role playing and puzzle games, could accommodate accessibility fairly easy if it is implemented early in its design. The problem is getting there lolI agree, the 3D sound situation sucks. I develop my game in Game Maker and their 3D sound is more like left-and-right pan sound which is quite irritating, and I did have to resort to the pitch trick to actually build something. Struggling with GMs wonky sound system that sometimes just randomly cuts out is absolutely infuriating. Something like that isnt really reliable and if the technology is there to give that illusion then its quite disappointing that this hasnt been actually popularized. This would really improve the experience of many traditionally sighted titles as well.Unless Im misunderstanding?I havent dabbled w
 ith Unity but what is the issues in terms of accessibility? I wanted to make a title that was a survival game where youre blind and have to gather supplies to survive until youre found in Unity but I have no experience, and I did want to make the title accessible as well as available for normally sighted players.Im a little drunk so pardon me if this makes no sense, lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=224271#p224271




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Re: My view on audio games and a DFE announcement

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

Camlorn goes into whats wrong with Open AL in this blog post. His solution has been to spend the past year building something better from scratch.

URL: http://forum.audiogames.net/viewtopic.php?pid=224057#p224057




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Re: My view on audio games and a DFE announcement

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

Well to say that windows support of 3d and smooth reverb is down the drain would be inaccurate as there are libraries, not even hard ones in fact, that would do the job. Just look at Death Match Project Alpha, just one example of a game that could use 3d audio with the Free SL library. Im not sure of all of the languages it can be used with, but I know two things: pure basic is one, and there are certainly others. As for windows dropping support for games, well if it does that then were screwed in a since, at least until Microsoft makes their X Box compatible for blind accessible games. If and or when it does that, perhaps Id invest in one and code for it, as Im sure a lot! of the blind community would do.

URL: http://forum.audiogames.net/viewtopic.php?pid=224068#p224068




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Re: My view on audio games and a DFE announcement

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : robjoy via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

Hi,FreeSL is a wrapper for OpenAL, which does not have 3d support on Vista and above, due to Microsoft dropping Hardware acceleration layer support.The sad fact is that we really do not have anything that comes close to what we had in XP, except OpenAL and Unity. There is an audio library called 3dception https://twobigears.com/3dception.php, however it does ont have a non-unity version yet.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=224074#p224074




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Re: My view on audio games and a DFE announcement

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : Victorious via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

Wait what do you mean by 3D support? Ive been using 3d positioning with HRTF on openal-soft and it sounds great.

URL: http://forum.audiogames.net/viewtopic.php?pid=224122#p224122




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Re: My view on audio games and a DFE announcement

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

This.. is entirely too relevant to my current problems. Its been rather surprising just how much of a trainwreck 3D audio support is, especially when you compare it to other libraries like OpenGL. It seems Microsoft didnt entirely drop hardware accellerated support for Vista+ though, rather they shifted to more proprietary drivers to synchronize them with the XBox by creating XAudio2 which uses X3DAudio for positional Audio effects.And according to wikipedia, OpenAL Should work on Vista+:Third-party APIs such as ASIO and OpenAL are not affected by these architectural changes in Windows Vista, as they use IOCtl to interface directly with the audio driver . A solution for applications that wish to take advantage of hardware accelerated high-quality 3D positional audio is to use OpenAL. However, this only works if the manufacturer provides an OpenAL driver for their hardware.Considering the problems with the current Pyglet build though I can
 9;t rule out that base OpenAL wont work on Vista+.

URL: http://forum.audiogames.net/viewtopic.php?pid=224130#p224130




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Re: My view on audio games and a DFE announcement

2015-07-14 Thread AudioGames . net Forum — General Game Discussion : robjoy via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

Hi,OpenAl does not work on Vista and above, however, as you pointed out, OpenAL soft does.FreeSL, which is an OpenAL wrapper, will not work with OpenALSoft. FreeSL would be a nice choice, as it has password protected zip file support, EAX, 3d audio, however it breaks with OpenALSoft.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=224126#p224126




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Re: My view on audio games and a DFE announcement

2015-07-13 Thread AudioGames . net Forum — General Game Discussion : GeneWarner via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

That Windows doesnt appear to be a viable gaming platform anymore isnt much of a surprise. For quite a while, Microsoft has been shifting game development and support from Windows to XBox. The first clue came soon after Halo 2 was released when it was announced that Microsofts game development studios were not accepting or starting any more Windows game development projects, so they could focus on the XBox.At one time, it was common for a game to be developed on Windows first, then maybe ported to the consoles, now its just the opposite, games are developed for the consoles, then *might* be ported to Windows.The way I see it, there are two primary reasons for the switch away from Windows game development. There is Microsofts apparent dropping of game support on Windows,.The other is piracy, its my understanding that its a lot harder to pirate console than Windows games because it generally takes modifying the consoles 
 hardware to get pirated games to run on them, something that most console owners arent willing to do because if the hardware modifications are detected, the console is permanantly banned from their online networks. Not to mention that the required hardware modification is probably beyond the skill of most console owners to do.Its a sad situation to me, because the primary reason I got a computer was to play games, so other than the Wii I bought about eight years ago, Ive never been inclined to buy a console. I eventually sold the Wii several years later because there were so few decent games for it.Ironically, losing my vision hasnt affected my game playing that much. I was moving away from the large main stream games towards smaller, casual, independantly developed games. Not only did I see more inovation going on there, but the games were $20 or less as opposed to $50 to $60 for the larger main stream games that were mostly just rehashes of ol
 d successes or clones of somebody elses success.The decline in games doesnt appear to be isolated to audio games, it has seemed to me for the past number of years that the intire video game industry is slowly sinking into mediocricy.

URL: http://forum.audiogames.net/viewtopic.php?pid=224010#p224010




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Re: My view on audio games and a DFE announcement

2015-07-13 Thread AudioGames . net Forum — General Game Discussion : Victorious via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

You mentioned openal-soft, why not use it? Ive found it to be an excellent solution for 3d audio, though I admit I havent messed around with reverb and environmental effects.

URL: http://forum.audiogames.net/viewtopic.php?pid=224020#p224020




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Re: My view on audio games and a DFE announcement

2015-07-13 Thread AudioGames . net Forum — General Game Discussion : Victorious via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

You mentioned openal-soft, why not use it? Its far from being easy to use, but it does work well once I figured out how to use it. I havent messed around with reverb and environmental effects.You may also want to look at the Alure library, which greatly simplifies use of openal-soft. Support for encrypted sound files is something ive been trying to get working.

URL: http://forum.audiogames.net/viewtopic.php?pid=224020#p224020




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