Re: Audio Interfaces and Systems

2015-08-17 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems Well, implemented the scanning. It honestly sounds as messy as before, but at least it seems to be good enough to prevent it from overloading all other sounds (now I can hear footsteps just fine). Also it removed all the clicking, which is nice. Pits dont

Re: Audio Interfaces and Systems

2015-08-15 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Bleh.. Been busy refactoring audio code. Anyhoo, what sort of hack did you pull off for the menus?Hm, testing out a sweep system could be a good way to see how viable it might be. Assuming that the other level sounds arent playing to interfere

Re: Audio Interfaces and Systems

2015-08-15 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems Double post to bump the thread.Added footsteps using some bass kick I had around that sounds close enough... but its nearly unhearable even after normalizing and leveling, there are simply too many clues making sound around but I dont think I can remove any

Re: Audio Interfaces and Systems

2015-08-12 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems In the end decided Ill just release it as experimental in version 1.2 of my game (clearly marked as such) and then later finish figuring it out. I still want to see how whats currently around fares as well. Today I worked on redoing the menu interface so

Re: Audio Interfaces and Systems

2015-08-02 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems I think that having things change pitch would imply a slope, but yeah it could use some additional information. The players footsteps when they walk could really help provide information on the kind of ground their walking on, like slopes, rocks, etc

Re: Audio Interfaces and Systems

2015-08-01 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems The problem with slopes is that if they arent marked, then suddenly everything changes height and you cant tell why. Thats about as confusing as playing the game without any sort of clue.I think we should stablish some sort of standard regarding what each

Re: Audio Interfaces and Systems

2015-08-01 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Height is currently represented by pitch at the moment isnt it? If so, then the act of moving up the slope would change the relative pitch of objects near you which could still give the impression of a slope. As for Ceilings, I had considered that the edges

Re: Audio Interfaces and Systems

2015-07-31 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems Slopes are not entirely hazard-free since they affect the height of everything else relative to you (suddenly a platform may become higher or lower because you just went through a slope). Also, there should be a way to tell ceilings as well (since you need

Re: Audio Interfaces and Systems

2015-07-31 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Ah. Maybe you could try representing both flat terrain and slopes as silence as they could be considered a solid path sans obsticals, walls could be represented by a solid tone, edges by a slow blink, and platforms by a fast blink? Or conversely edges

Re: Audio Interfaces and Systems

2015-07-30 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems Yep, pretty much. URL: http://forum.audiogames.net/viewtopic.php?pid=225964#p225964 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin

Re: Audio Interfaces and Systems

2015-07-30 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems What do you mean by clues about the map layout? Do you mean the audio cues/tones describing the terrain? URL: http://forum.audiogames.net/viewtopic.php?pid=225918#p225918 ___ Audiogames-reflector mailing list

Re: Audio Interfaces and Systems

2015-07-29 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems I was referring to clues describing the map layout (objects are pretty much all handled already). I bet a significant amount of the silhouette isnt properly described yet. URL: http://forum.audiogames.net/viewtopic.php?pid=225861#p225861

Re: Audio Interfaces and Systems

2015-07-29 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Hmm, well its difficult to say how youd add additional cues, perhaps using some of your original unused sounds as placeholders? As for where, it would probably be a good idea to focus on the essentials, like information required to get from the beginning

Re: Audio Interfaces and Systems

2015-07-28 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems Well at least 3D positioning here works. The problem is more that there arent enough clues to cover everything yet (and some clues are not exactly in the best locations either). So um its maybe playable, could be enough to get through at least one level

Re: Audio Interfaces and Systems

2015-07-28 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems OK, I need to release a patch to the game because I screwed up some scoring calculation at some point (the feature is being used by a mod and was an addition for 1.1 when the mod wasnt ready yet, so I misguessed massively how it was meant to be calculated

Re: Audio Interfaces and Systems

2015-07-28 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Thats a difficult choice, I wrestled with the idea of releasing a Non-Stereo version of AudioRTS because in a way I didnt want people to get a bad impression of the game. But at the same time, getting something into their hands to actually try so they could

Re: Audio Interfaces and Systems

2015-07-16 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector
Re: Audio Interfaces and Systems Eh, this happens to me, too. Theres something distinct about professional recordings that people notice right away, so one must either purchase or pirate, most of the time.Occasionally there will be some decent free sounds out there, usually under Creative

Re: Audio Interfaces and Systems

2015-07-16 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector
Re: Audio Interfaces and Systems Eh, this happens to me, too. Theres something distinct about professional recordings that people notice right away, so one must either purchase or pirate, most of hte time.Occasionally there will be some decent free sounds out there, usually under Creative

Re: Audio Interfaces and Systems

2015-07-16 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems http://sik.titandemo.de/.junk/old_sol_sounds.zipOut of those the only one that survived was yupee.ogg. Most were made with a Mega Drive (serious). Also do note that those are less than 44KHz (some 22KHz, most 11KHz) and rely on the sound engines upsampling

Re: Audio Interfaces and Systems

2015-07-16 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Hmm... There doesnt seem to be anything all that bad about them individually, but it gets me thinking about asthetics. In art circles you generally want to have all of your artwork as the same style and pallet so it all meshes together creating a cohesive

Re: Audio Interfaces and Systems

2015-07-16 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Hmm... There doesnt seem to be anything all that bad about them individually, but it gets me thinking about asthetics. In art circles you generally want to have all of your artwork as the same style and pallet so it all meshes together creating a cohesive

Re: Audio Interfaces and Systems

2015-07-15 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems What, really? Could you get a recording or sample of the kinds of sound effects you were using? URL: http://forum.audiogames.net/viewtopic.php?pid=224301#p224301 ___ Audiogames-reflector mailing list

Re: Audio Interfaces and Systems

2015-07-15 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Ach, the sound seems alot more piercing and in this recording, although the panning effect is still holding.You dont necessarily have to pay for extra sound effects, although I suppose it all depends on what you have in mind. I get all my sounds from free

Re: Audio Interfaces and Systems

2015-07-15 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems The piercing sound may be the blob of poisonous water near the beginning (that still stands as a problem, thats multiple objects all making sound at the same time)The problem with sound effects is that every time I attempt to make my own, everybody screams

Re: Audio Interfaces and Systems

2015-07-15 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Sorry for the late reply, heh. I can get a general sense of things in this, such as the rapid sound of cliffs and the slower sound of slopes, I didnt hear any sound indicating the position of the enemy before it was destroyed though, and sometimes

Re: Audio Interfaces and Systems

2015-07-15 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems The volume balance of the objects was completely off after the new algorithm so not surprising, they were barely hearable at all. Now I tweaked them back in. Moreover, now theyre represented by a single point, which indicates the closer part

Re: Audio Interfaces and Systems

2015-07-15 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems The volume balance of the objects was completely off after the new algorithm so not surprising, they were barely hearable at all. Now I tweaked them back in. Moreover, now theyre represented by a single point, which indicates the closer part

Re: Audio Interfaces and Systems

2015-07-15 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems The volume balance of the objects was completely off after the new algorithm so not surprising, they were barely hearable at all. Now I tweaked them back in. Moreover, now theyre represented by a single point, which indicates the closer part

Re: Audio Interfaces and Systems

2015-07-13 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems New attempt:http://sik.titandemo.de/.junk/audio3.oggThis is definitely much better. At least now I can tell apart things even though Im not using headphones. Still needs improvement I suppose, but I want to see if people can start getting an idea of whats

Re: Audio Interfaces and Systems

2015-07-05 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector
Re: Audio Interfaces and Systems Bokurano Daibouken 3 seems kinda relevant here: static things, like platforms and walls, can make sound, but only in the direction that youre facing. Meanwhile, things that move, like enemies and projectiles, make sound regardless of whether or not youre

Re: Audio Interfaces and Systems

2015-07-05 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Sorry, I didnt mean to suggest you should use different tones, im just looking at different approaches on my end.I realize that rendering only half the screen could potentially be problematic (though I did say you could still play enemy sounds regardless

Re: Audio Interfaces and Systems

2015-07-05 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems I dont want to use different tones since thats already used to differentiate the kind of objects and such. I already have enough trouble with four of them (though I may remove one of those as superfluous).Rendering both sides of the screen is important, you

Re: Audio Interfaces and Systems

2015-07-04 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Sort of, I suppose. In many respects its not much different from flashing blocks already, the only difference being they move and/or change pitch. Been running a few tests with the idea using the same tone at different pitches, thinking maybe using

Re: Audio Interfaces and Systems

2015-07-03 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems magurp244 wrote:Whats the difference between a gap and the ceiling, such as when you take floating islands into consideration?Ceiling is a solid chunk above you, gap is a non-solid chunk below you.magurp244 wrote:Would the absense of a slow blinking slope

Re: Audio Interfaces and Systems

2015-07-03 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Whats the difference between a gap and the ceiling, such as when you take floating islands into consideration? Would the absense of a slow blinking slope indicate that the edge is a gap?Hm, how about animated points? You could use a single sound to begin

Re: Audio Interfaces and Systems

2015-07-03 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Ive just finished packing my new Demo, AudioRTS! Been working on it all month with all sorts of features, ive uploaded it and a recording of the demo to my repository for anyone who wants to try it out or listen to it. Im interested in any feedback

Re: Audio Interfaces and Systems

2015-07-02 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems I was considering this:Gap = fast blinkSlope = slow blinkCeiling = no blinkI was wondering about how to mark the direction of the slope, but maybe context is enough. Also I need a way to easily mark the boundaries of the level... also what to do if theres

Re: Audio Interfaces and Systems

2015-07-01 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Hmm, difficult question. It could stand to reason that having one point higher than another would suggest a slope, but the problem then is with end points being offscreen and going undetected by the player, potentially confusing them with pits. One solution

Re: Audio Interfaces and Systems

2015-06-30 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems Well it means I shouldnt need headphones to hear stereo for sure... so if I cant hear stereo with my sonar it means its stereo is horrible.Later Ill try the corner idea I mentioned earlier, maybe it reduces overload enough to make this feasible. Just a dumb

Re: Audio Interfaces and Systems

2015-06-30 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems #coltonhill01Im sure it can be done, though there are other things to consider like Phenomes, pronounciation, and other effects that can be tricky to pull off. I havent played much with voice synthesis to say how it would turn out. I have considered looking

Re: Audio Interfaces and Systems

2015-06-29 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems magurp244 wrote:Thats... Strange. Do you mean the volume bars are different playing the recorded raw output or playing in the sound engine itself?In Audacity.Note that the UV meters showing different values doesnt mean much, the overload probably kills any

Re: Audio Interfaces and Systems

2015-06-29 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems magurp244 wrote:Thats... Strange. Do you mean the volume bars are different playing the recorded raw output or playing in the sound engine itself?In Audacity.Note that the UV meters showing different values doesnt mean much, the overload probably kills any

Re: Audio Interfaces and Systems

2015-06-29 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Thats... Strange. Do you mean the volume bars are different playing the recorded raw output or playing in the sound engine itself? Ive been running a few tests in my side scroller trying to replicate it. I ended up stripping out all the tiles except two

Re: Audio Interfaces and Systems

2015-06-29 Thread AudioGames . net Forum — Developers room : coltonhill01 via Audiogames-reflector
Re: Audio Interfaces and Systems I have a random question, not really related to images but related to audio and waveform systems. Is it possible to make a voice, like a synthesized voice, or convert a voice sample, into analgo sound? With variable width pulse, sine, sawtooth, etc? Im

Re: Audio Interfaces and Systems

2015-06-29 Thread AudioGames . net Forum — Developers room : coltonhill01 via Audiogames-reflector
Re: Audio Interfaces and Systems I have a random question, not really related to images but related to audio and waveform systems. Is it possible to make a voice, like a synthesized voice, or convert a voice sample, into analog sound? With variable width pulse, sine, sawtooth, etc? Im

Re: Audio Interfaces and Systems

2015-06-28 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Hmm, the difference in stereo is negligable, its hard to tell where anything is spacially. Im going to assume that stomping sound is an enemy? The volume and stereo position of the stomping sound doesnt seem to change at all, so its difficult to tell what

Re: Audio Interfaces and Systems

2015-06-28 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Hmm, the difference in stereo is negligable, its hard to tell where anything is spacially. Im going to assume that stomping sound is an enemy? The volume and stereo position of the stomping sound doesnt seem to change at all, so its difficult to tell what

Re: Audio Interfaces and Systems

2015-06-28 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems magurp244 wrote:Hmm, the difference in stereo is negligable, its hard to tell where anything is spacially.I have been considering last night to change it again so only the corners of the level are marked (reducing sound overload a lot), but honestly

Re: Audio Interfaces and Systems

2015-06-27 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems Two more attempts, and I verified that these two do have panning... although I guess the overload still makes it useless:http://sik.titandemo.de/.junk/audio1.ogghttp://sik.titandemo.de/.junk/audio2.oggSecond attempt was me trying to see if its better

Re: Audio Interfaces and Systems

2015-06-27 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems Two more attempts, and I verified that these two do have panning... although I guess the overload still makes it useless:http://sik.titandemo.de/.junk/audio1.ogghttp://sik.titandemo.de/.junk/audio2.oggSecond attempt was me trying to see if its better

Re: Audio Interfaces and Systems

2015-06-25 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Been busy working on a new prototype, Ive moved the others into a new bitbucket respository: (https://bitbucket.org/magurp244/audio-code/downloads)Ive uploaded a new version of my side scroller with stereo proximity volume effects for terrain objects

Re: Audio Interfaces and Systems

2015-06-24 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems Still clueless whats going on with the panning. Ugh. But Im thinking the current formula is wrong (no wonder why the initial tests with the smaller viewport seemed to be easier to tell). Also starting to think Ill just have to come up with yet another new

Re: Audio Interfaces and Systems

2015-06-17 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Ah, well part of the idea was to lower the maximum volume based on object clustering combined with proximity, but if its more a question of having too much in one place, hm. Well, you could try using level design to mitigate such situations, or you could

Re: Audio Interfaces and Systems

2015-06-16 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems The game already does the volume thing in both directions (horizontally as a result of panning, and vertically to gimmick the same side effect). The problem is that the pit has too many objects and is indeed close by Also the fact that at last minute I had

Re: Audio Interfaces and Systems

2015-06-16 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems The game already does the volume thing in both directions (horizontally as a result of panning, and vertically to gimmick the same side effect). The problem is that the pit has too many objects and is indeed close by Also the fact that at last minute I had

Re: Audio Interfaces and Systems

2015-06-16 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems The game already does the volume thing in both directions (horizontally as a result of panning, and vertically to gimmick the same side effect). The problem is that the pit has too many objects and is indeed close by Also the fact that at last minute I had

Re: Audio Interfaces and Systems

2015-06-16 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Ive noticed that problem in some of my builds too, seems to be the signal to noise ratio CAE_Jones mentioned. It gets too hard to distinguish between competing sounds in close proximity, which could prove problematic when using different waveforms/layers

Re: Audio Interfaces and Systems

2015-06-16 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Ive noticed that problem in some of my builds too, seems to be the signal to noise ratio CAE_Jones mentioned. It gets too hard to distinguish between competing sounds in close proximity, which could prove problematic when using different waveforms/layers

Re: Audio Interfaces and Systems

2015-06-15 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems Yeah theres a pit there if I recall correctly (dangerous stuff has a harsh sound).The most important part is if you can tell where theres a wall and such, although I think that with the last tweaks now it became too weak... Also I need to find out a way

Re: Audio Interfaces and Systems

2015-06-15 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems [[wow]], that kind of sounds like a Lucas Arts adventure, hehe. But yeah, the audio seems abit harsh at around the 2 and 4 seconds mark. Its hard to tell whats happening without abit more context, though I can tell your jumping twice. Look forward to your

Re: Audio Interfaces and Systems

2015-06-14 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems OK the recording code is trolling me because it decided to start working out of nowherehttp://sik.titandemo.de/.junk/sonar.oggLater Ill do a proper playthrough recording, and I need to retweak the volume levels and such, but for now this is what is going

Re: Audio Interfaces and Systems

2015-06-05 Thread AudioGames . net Forum — Developers room : Victorious via Audiogames-reflector
Re: Audio Interfaces and Systems @Sik: could you upload the recording and provide a link? Id be really interesting in listening to it. URL: http://forum.audiogames.net/viewtopic.php?pid=219003#p219003 ___ Audiogames-reflector mailing list

Re: Audio Interfaces and Systems

2015-06-05 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems magurp244 wrote:When you say that only the top and bottom lines of each color area are stored, does that mean that for a 64 by 64 image for example, you only calculate the top and bottom rows pitch into the waveform and ignore everything in between, like

Re: Audio Interfaces and Systems

2015-06-05 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems magurp244 wrote:When you say that only the top and bottom lines of each color area are stored, does that mean that for a 64 by 64 image for example, you only calculate the top and bottom rows pitch into the waveform and ignore everything in between, like

Re: Audio Interfaces and Systems

2015-06-05 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems @SikAhh, yes that makes sense since were working strictly with square blocks instead of abstract or 3D shapes.I like your stereo implementation but there may be a few things to consider. I think the vOICe does have stereo panning support, and I know Meijer

Re: Audio Interfaces and Systems

2015-06-04 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems @SikWhat, really? Thats great!When you say that only the top and bottom lines of each color area are stored, does that mean that for a 64 by 64 image for example, you only calculate the top and bottom rows pitch into the waveform and ignore everything

Re: Audio Interfaces and Systems

2015-06-04 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems magurp244 wrote:Do you plan on implementing an Audio Renderer? Or adjusting the textures to make it compatible with the vOICe externally?I have the full blown audio renderer already implemented.First the game renders things in a completely different way

Re: Audio Interfaces and Systems

2015-06-03 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems I think this is relevant to this discussion.Yes, I just went ahead and gave it a try, after a tad of tweaks to the rendering engine to remove as much superfluous information as possible (during the early tests it resembled CrazyBus). Its preliminar work

Re: Audio Interfaces and Systems

2015-06-03 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems @SikHmm, thats interesting. I completed your demo and it got me thinking, I hadnt quite realized how effective audio indicators might be. Though I do think Audio Rendering could still add to the input to help make a more intuitive experience, especially

Re: Audio Interfaces and Systems

2015-06-02 Thread AudioGames . net Forum — Developers room : Victorious via Audiogames-reflector
Re: Audio Interfaces and Systems @magurp244: how practical would it be though in the use case you describe for a strategic map view of units in an rts for example? The amount of resolution that sound can provide will always be less than what a sighted person could see. URL: http

Re: Audio Interfaces and Systems

2015-06-02 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems @VictoriousI cant really say as to how practical it would be, since this has never really been done before. There are all sorts of challenges and potential ways to go about doing it, but I think a game similar to Dune 2 may be possible, but not without some

Re: Audio Interfaces and Systems

2015-06-02 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector
Re: Audio Interfaces and Systems The real difficulty seems to be two things: information overload (sound is nowhere near as parallelalizable as sight), and distinguishing signal from noise. In a room filled with people, its easy to pick out an individual face, if one has perfect vision

Re: Audio Interfaces and Systems

2015-06-01 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector
Re: Audio Interfaces and Systems I made a rather different image-to-sound program, whose biggest disadvantage compared to the vOICe is that it doesnt do the whole image at once (I meant to add this feature, but never got around to it). In its current form, it lets you move around a cursor

Re: Audio Interfaces and Systems

2015-06-01 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems @CAE_JonesHmm, I think you could try adapting your program to make a Match 3 game like Candy Crush, since you can tell what color your on and what adjacent colors are next to it, you then press a button to swap the colors and try to get 3 squares

Re: Audio Interfaces and Systems

2015-05-31 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector
Re: Audio Interfaces and Systems So wait, is this actually a feasible way to play a game?Im honestly skeptical and think that the best thing would be to adapt the interface with proper audio indicators and such, but if that idea or a variant of it (e.g. using panning to indicate horizontal

Re: Audio Interfaces and Systems

2015-05-31 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems That depends, but I think I should go into abit more detail on how it works.The vOICe software can only convert images in to Black and White, even if the original image is in color. The time it takes a sound to play represents the X axis of the image, so

Re: Audio Interfaces and Systems

2015-05-31 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector
Re: Audio Interfaces and Systems Just to be clear, if anyone isnt quite understanding what Magurp is saying:The vOICe is much, much better for real-world first person.Ive played with it a lot in the hopes of making 2D games more accessible, with very little success.But the one time I tried

Re: Audio Interfaces and Systems

2015-05-30 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Oops, I meant if your interestED I can show you what ive come up with so far, damn typos.@EthinWell you can, just download the free version of The Voice software from Mr. Meijers site (http://www.seeingwithsound.com/voice.exe). Although it may

Re: Audio Interfaces and Systems

2015-05-29 Thread AudioGames . net Forum — Developers room : Aprone via Audiogames-reflector
Re: Audio Interfaces and Systems Im pretty sure there was something called The sound, the voice, or something to those regards, that was talked about on here a few years ago. If more has been done in that area, Id be interested to learn about it. URL: http://forum.audiogames.net

Re: Audio Interfaces and Systems

2015-05-29 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: Audio Interfaces and Systems Yes, Peter Meijers The vOICe software, ive been working with some of his source code: (http://www.seeingwithsound.com/im2sound.htm), for game engine applications for the past few weeks. Fairly difficult to find much on the subject outside academic papers

Re: Audio Interfaces and Systems

2015-05-29 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector
Re: Audio Interfaces and Systems It would be awesome if we could here images with sound. That would be epic! URL: http://forum.audiogames.net/viewtopic.php?pid=218258#p218258 ___ Audiogames-reflector mailing list Audiogames-reflector