Re: Identifying possible console audible indicators
2017-04-01
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AudioGames . net Forum — General Game Discussion : Hektor via Audiogames-reflector
Re: Identifying possible console audible indicators When I listened to the recording, I had problems with the part where 5 , 4, and 3 notes were played simultaneously. However, if the pitches of the notes were further apart or they were different sounds, I might be able to tell them apart
Re: Identifying possible console audible indicators
2017-03-31
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AudioGames . net Forum — General Game Discussion : Sightless Kombat via Audiogames-reflector
Re: Identifying possible console audible indicators @37Even then 3d audio's very much going to be tricky to do right given cross platform implementations and the ability of headsets etc to render it correctly. URL: http://forum.audiogames.net/viewtopic.php?pid=304788#p304788
Re: Identifying possible console audible indicators
2017-03-30
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AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector
Re: Identifying possible console audible indicators I'm kinda lost here because its a very complex game that's fast paced and while I think we do need audio implementation, of some sort, it can get overwhelming if not done right. You keep saying surround sound in your posts, but I think
Re: Identifying possible console audible indicators
2017-03-30
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AudioGames . net Forum — General Game Discussion : ea_accessible via Audiogames-reflector
Re: Identifying possible console audible indicators @Hektor - yes, 1 indicator appears above each player when they are first open to catch the ball. Up to 5 players can be catchers. I was thinking about using surround sound to identify where each catcher is on the field. I have a hard time
Re: Identifying possible console audible indicators
2017-03-30
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AudioGames . net Forum — General Game Discussion : ea_accessible via Audiogames-reflector
Re: Identifying possible console audible indicators @Hektor - yes, 1 indicator appears above each player when they are first open to catch the ball. Up to 5 players can be catchers. I was thinking about using surround sound to identify where each catcher is on the field. URL: http
Re: Identifying possible console audible indicators
Re: Identifying possible console audible indicators Hi.Here is an idea which might work if there is a learn sounds menu option or some practice thing where people can learn how it works:The layout is taken from a ps4 controller, but it does also work on other controllers:X, Circle
Re: Identifying possible console audible indicators
2017-03-29
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AudioGames . net Forum — General Game Discussion : Hektor via Audiogames-reflector
Re: Identifying possible console audible indicators I think I need some additional clarification. there are 5 possible indicators. Am I correct in understanding that only 1 indicator will appear over the head of 1 player, but multiple players could be available to receive a pass so
Re: Identifying possible console audible indicators
2017-03-29
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AudioGames . net Forum — General Game Discussion : ea_accessible via Audiogames-reflector
Re: Identifying possible console audible indicators The problem I'm currently trying to solve is game agnostic. 1-5 button icons appear on the screen, in any order, usually within several seconds of each other. The question is, how can I communicate this scenario to the user? The midi file
Re: Identifying possible console audible indicators
2017-03-29
Thread
AudioGames . net Forum — General Game Discussion : Sightless Kombat via Audiogames-reflector
Re: Identifying possible console audible indicators @31Just wanted to clarify that the only reason I haven't responded really is that I have no idea how the game works and so cannot even begin to figure out how to fit a workable set of options in for things like stick movement etc
Re: Identifying possible console audible indicators
2017-03-29
Thread
AudioGames . net Forum — General Game Discussion : ea_accessible via Audiogames-reflector
Re: Identifying possible console audible indicators @karate25 I will be asking for feedback for other games too, but first I'm trying to figure out how to make a business case for a single game. I picked Madden as I know it already has a blind audience & I know the game very well, b
Re: Identifying possible console audible indicators
2017-03-29
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AudioGames . net Forum — General Game Discussion : karate25 via Audiogames-reflector
Re: Identifying possible console audible indicators hello everyone, I'm totally shooting in the dark here, and if this is off topic say so, but if this is ea games, I think, if memory serves me properly is the same company that has the sims series of games. I would personally love to see
Re: Identifying possible console audible indicators
2017-03-28
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AudioGames . net Forum — General Game Discussion : ea_accessible via Audiogames-reflector
Re: Identifying possible console audible indicators I found an online midi site, to test the notes proposed. In order seemed to close together, so I tried that, then every other one. There are 5 single notes, then 5,4,3,2,1 notes, then 5 single notes, then 1 2 3 4 5 notes. At least
Re: Identifying possible console audible indicators
2017-03-28
Thread
AudioGames . net Forum — General Game Discussion : ea_accessible via Audiogames-reflector
Re: Identifying possible console audible indicators I found an online midi site, to test the notes proposed. In order seemed to close together, so I tried that, then every other one. There are 5 single notes, then 5,4,3,2,1 notes, then 5 single notes, then 1 2 3 4 5 notes. At least
Re: Identifying possible console audible indicators
2017-03-28
Thread
AudioGames . net Forum — General Game Discussion : ea_accessible via Audiogames-reflector
Re: Identifying possible console audible indicators I found an online midi site, to test the notes proposed. In order seemed to close together, so I tried that, then every other one. There are 5 single notes, then 5,4,3,2,1 notes, then 5 single notes, then 1 2 3 4 5 notes. At least
Re: Identifying possible console audible indicators
2017-03-28
Thread
AudioGames . net Forum — General Game Discussion : ea_accessible via Audiogames-reflector
Re: Identifying possible console audible indicators I found an online midi site, to test the notes proposed. In order seemed to close together, so I tried that, then every other one. There are 5 single notes, then 5,4,3,2,1 notes, then 5 single notes, then 1 2 3 4 5 notes. At least
Re: Identifying possible console audible indicators
2017-03-28
Thread
AudioGames . net Forum — General Game Discussion : Hektor via Audiogames-reflector
Re: Identifying possible console audible indicators One thing to keep in mind is that accessibility is a journey. There are problems that won't seem solvable today, but which will become solvable as people develop more experience with solving these types of problems. Some solutions
Re: Identifying possible console audible indicators
2017-03-28
Thread
AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector
Re: Identifying possible console audible indicators I suspect each game may be best handled on a case by case basis, at least initially. Given the different perspectives, mechanics, and control schemes involved in each with the limited and challenging ways of conveying that information
Re: Identifying possible console audible indicators
2017-03-28
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AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector
Re: Identifying possible console audible indicators I can't think of a way to convey stick motions audibly without using TTS, and TTS is slow. URL: http://forum.audiogames.net/viewtopic.php?pid=304379#p304379 ___ Audiogames-reflector
Re: Identifying possible console audible indicators
2017-03-28
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AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector
Re: Identifying possible console audible indicators "Tones for face buttons is all well and good, but we're dancing around a topic that Karen brought up in her original post, stick motions."A range of different button actions as well as stick motions, for example:- tap a button i
Re: Identifying possible console audible indicators
2017-03-28
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AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector
Re: Identifying possible console audible indicators "Tones for face buttons is all well and good, but we're dancing around a topic that Karen brought up in her original post, stick motions."A range of different button actions as well as stick motions, for example:- tap a button i
Re: Identifying possible console audible indicators
2017-03-24
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AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector
Re: Identifying possible console audible indicators Yeah that might work if it can be done through headphones. URL: http://forum.audiogames.net/viewtopic.php?pid=303891#p303891 ___ Audiogames-reflector mailing list Audiogames-reflector
Re: Identifying possible console audible indicators
2017-03-24
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AudioGames . net Forum — General Game Discussion : ea_accessible via Audiogames-reflector
Re: Identifying possible console audible indicators ps4 controllers have a small and large rumble.xb1 controllers have left/right rumble.When attempting to support cross platform, both specifics are generally lost, so very few things use either.The reason I'm asking about tones
Re: Identifying possible console audible indicators
2017-03-24
Thread
AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector
Re: Identifying possible console audible indicators @20 I wasn't suggesting a direction, I was suggesting the rumble motor in either the left side or the right side of the controller. URL: http://forum.audiogames.net/viewtopic.php?pid=303846#p303846
Re: Identifying possible console audible indicators
Re: Identifying possible console audible indicators Just a heads up, I've moved this topic into general game discussion so hopefully more people will find it. URL: http://forum.audiogames.net/viewtopic.php?pid=303819#p303819 ___ Audiogames
Re: Identifying possible console audible indicators
Re: Identifying possible console audible indicators Hi.What an interesting topic. I also think the tones would be the fastest way to hear what buttons to press.Regarding rumble, it's already used in many games where you can feel if you have done it successfully. In some of the Telltale
Re: Identifying possible console audible indicators
Re: Identifying possible console audible indicators I think tones is the best option. TTS is unreliable on PS4, and so I wouldn't even base that in our discussions for the moment, if we're talking about cross platform.I've discussed this with Musicman several times regarding the Rock Band
Re: Identifying possible console audible indicators
2017-03-23
Thread
AudioGames . net Forum — General Game Discussion : Hektor via Audiogames-reflector
Re: Identifying possible console audible indicators This idea might work, but it is also obvious that there are some questions about it. How will this work in the context of other sounds? If tones are played simultaneously, will players be able to untangle the tones quickly enough
Re: Identifying possible console audible indicators
2017-03-23
Thread
AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector
Re: Identifying possible console audible indicators As I said about the baseball diamond, everyone finds their own way, I'm not suggesting everyone use that method. I just think TTS is too slow even if sped up. Plus, you have no way to know what people are using speed wise, someone could
Re: Identifying possible console audible indicators
2017-03-23
Thread
AudioGames . net Forum — General Game Discussion : Sightless Kombat via Audiogames-reflector
Re: Identifying possible console audible indicators @15 and other respondantsI'm going to play devil's advocate here.*Baseball isn't a universal sport*As much as I know what a baseball diamond is, there are people who might not only know nothing about that, but also might start
Re: Identifying possible console audible indicators
2017-03-23
Thread
AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector
Re: Identifying possible console audible indicators I don't like the numbers idea proposed above, it makes you think outside the terms of the controller that you're playing on, Madden already has a ton of controls to get used to, and you don't need another layer of obfuscation making
Re: Identifying possible console audible indicators
2017-03-23
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AudioGames . net Forum — General Game Discussion : musicman via Audiogames-reflector
Re: Identifying possible console audible indicators no no no. auto QTE is the last thing we want. we wanna play the game, not skip most of it. what's the point then? This is the reason I don't buy stuff in games to make life easier. like SF V characters. or MKX crypt. I'd rather unlock all
Re: Identifying possible console audible indicators
2017-03-23
Thread
AudioGames . net Forum — General Game Discussion : DracoSelene89 via Audiogames-reflector
Re: Identifying possible console audible indicators 1. Shenmue 1 had beeping for its QTEs on the Dreamcast aages ago so it's not a new thing at all, but that had a sting in the tail in one particular QTE. (Spoiler: You had not hit anything to pass said QTE, completely going against
Re: Identifying possible console audible indicators
2017-03-23
Thread
AudioGames . net Forum — General Game Discussion : DracoSelene89 via Audiogames-reflector
Re: Identifying possible console audible indicators 1. Shenmue 1 had beeping for its QTEs on the Dreamcast aages ago so it's not a new thing at all, but that had a sting in the tail in one particular QTE. (Spoiler: You had not hit anything to pass said QTE, completely going against
Re: Identifying possible console audible indicators
Re: Identifying possible console audible indicators Hello,This is what I will use for my game probably as I'm developing something in style of Telltale games and this is much better than something like voice telling you the name of the button you need to press. Only one difference is, I
Re: Identifying possible console audible indicators
Re: Identifying possible console audible indicators Hello,This is what I will use for my game probably as I'm developing something in style of Telltale games and this is much better than something like voice telling you the name of the button you need to press. I like the idea but what do
Re: Identifying possible console audible indicators
2017-03-23
Thread
AudioGames . net Forum — General Game Discussion : Sightless Kombat via Audiogames-reflector
Re: Identifying possible console audible indicators This is an interesting discussion. I do feel though that having beeps kind of gives a sort of simon feel which I don't think is desirable if we want to integrate the game better into mainstream consciousness with accessibility in mind.A
Re: Identifying possible console audible indicators
2017-03-23
Thread
AudioGames . net Forum — Developers room : Sightless Kombat via Audiogames-reflector
Re: Identifying possible console audible indicators This is an interesting discussion. I do feel though that having beeps kind of gives a sort of simon feel which I don't think is desirable if we want to integrate the game better into mainstream consciousness with accessibility in mind.A
Re: Identifying possible console audible indicators
Re: Identifying possible console audible indicators I like the pitch idea using channel separation. an example would be, C and G on left channel would correspond to square x on ps4, D and A on right channel to triangle circle. shoulder buttons could be completely different tone
Re: Identifying possible console audible indicators
Re: Identifying possible console audible indicators OK, I must provide my 2 cents here, and here they are.I agree with a bit of what everyone is saying. First, both methods of button indication are valid, but that is very dependent on the game, I think. In a game like Madden, you're
Re: Identifying possible console audible indicators
2017-03-22
Thread
AudioGames . net Forum — Developers room : Joseph Westhouse via Audiogames-reflector
Re: Identifying possible console audible indicators The truth is, I'm a musician, and I still wonder how well the option of using a different pitch for each button would work. It's one thing if I know that when I hear some pitch, I need to hit some button. But to be able to hear a pitch
Re: Identifying possible console audible indicators
Re: Identifying possible console audible indicators I think I remember someone talking about using stereo separation for left/right in conjunction with pitch for up/down, I.e. on an Xbox controller x/b being the same pitch but left/right in stereo URL: http://forum.audiogames.net
Re: Identifying possible console audible indicators
Re: Identifying possible console audible indicators Hello folks! The musical notes seems fair in my opinion, and to avoid text to speak application it can be used as a default sequence. For example, the buttons are placed like a cross, so the higher pitch would match triangle, the lower
Re: Identifying possible console audible indicators
Re: Identifying possible console audible indicators Wouldn't it be confusing if the buttons were said in words, and overlap? Also, they are time sensitive, and it takes a bit to say "triangle".Mods, would it be possible to move this thread to general discussion? Ian had a
Re: Identifying possible console audible indicators
Re: Identifying possible console audible indicators There has been a fair bit of discussion on this here already right? From what I remember it was just a straightforward literal instruction... if a QTE tells you to press square, just say 'square', if A, say 'A'.Nice and simple to do
Re: Identifying possible console audible indicators
Re: Identifying possible console audible indicators There has been a fair bit of discussion on this here already right? From what I remember it was just a straightforward literal instruction... if a QTE tells you to press square, just say 'square', if A, say 'A' URL: http