Re: Audio Interfaces and Systems

2015-06-04 Thread AudioGames . net ForumDevelopers 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 in between, like rendering an outline? Or do you include the audio pitch between the two lines into the audio sample for the whole solid block? I also take it you dont scale the image in any way before processing it?Also what do you mean by not using time as a factor? That instead of using a sweep from left to right to determine position along the X axis via time your using stereo positioning on the left and right with a high speed sweep?

URL: http://forum.audiogames.net/viewtopic.php?pid=218997#p218997




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Re: Audio Interfaces and Systems

2015-06-05 Thread AudioGames . net ForumDevelopers 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 has HiFi stereo code on his site that ive only just started to reverse engineer. His code sample has source for both Mono and Stereo output, and I think he may have implemented it this way because some systems may not have stereo support, but even if they do some non-sighted people may not be able to fully perceive stereo because of partial or total hearing loss in one or both ears, have cochlear implants, hearing aids, etc. So, for example someone with partial hearing loss in a stereo setup could end up with perceptual gaps in the rendered scene, or in a mono rendering case it may be difficult to orient without a point of reference.Its also difficult to say how using different waveforms may
  effect accessability with the above issues either since I dont think the vOICe has ever been tested with these parameters. Either way, getting a wider test group among different ranges and hardware will be important to weed out and determine whether any these may cause a problem or not.For reference there is another program based on the vOICe that use color encoding called EyeMusic developed by Amir Amedi (http://brain.huji.ac.il/site/em.html), which creates soundscapes with musical notes instead of tones. Theres not alot to go on other than a video on his youtube channel and some research papers, though it can be bought on itunes.

URL: http://forum.audiogames.net/viewtopic.php?pid=219115#p219115




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Re: Audio Interfaces and Systems

2015-06-03 Thread AudioGames . net ForumDevelopers 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 for terrain or barriers. Im going to try a few additional experiments in my 2D engine with this.Do you plan on implementing an Audio Renderer? Or adjusting the textures to make it compatible with the vOICe externally?My 2D engine was coded with python 2.7.9, Pyglet 1.2.3b1, and Numpy 1.9.2 for performance. How it works is I wait for a soundscape to finish playing or if one hasnt been done yet, then on the next draw call resize the screen using glScalef() to the target resolution, in this case 64 by 64, draw the scene, then grab a section of the frame buffer and pass it to my audio rendering class, resize the screen and do another rendering pass. So, technically I could draw a Soundscape f
 or non-sighted people, and a full visual sprite scene for sighted people simultaneously.The audio renderer then decodes the image into a uint8 byte array, strips out unused color/alpha data, and uses Numpy arrays to do the waveform calculations. I optimized it in such a way that it builds the wave incrementally each cycle to maintain performance, but you cant multiply uneven numpy arrays with each other, and some of the Numpy functions dont take floating point so I fudged some of the array sizes for the time being, hence why its stuck at only one speed. After its done processing the audio data, it passes it off to a modified version of one of Pyglets Prodecural audio generator classes for output.

URL: http://forum.audiogames.net/viewtopic.php?pid=218871#p218871




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Re: Audio Interfaces and Systems

2015-06-25 Thread AudioGames . net ForumDevelopers 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, in this case water to the left and right. Fixed a few bugs with the audio renderer, and found a few more, heh. In this case it seems to be having a pitch issue on varying draw speeds, though ive capped it at usable levels.Ive also uploaded my second prototype that got arbitrarily flagged earlier for anyone that wants to give it a spin, a 3D FPS. I dont have much experience in 3D, but I managed to modify an open sourced Minecraft Clone to render a simulated Depthmap and embedded my audio-renderer. Have a few ideas on how I can refine it, but again not much experience with 3D.

URL: http://forum.audiogames.net/viewtopic.php?pid=221386#p221386




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Re: Audio Interfaces and Systems

2015-06-17 Thread AudioGames . net ForumDevelopers 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 try using intermitent pulses to help further differentiate objects/hazards. For example instead of a constant harsh tone for spikes, it could be a blinking tone with a pulse or series of pulses every second, which you could do by having the spike blocks periodically flash.The lastest clip does seem smoother, but im not sure if I can make out where the enemies are before their killed. I noticed before that your enemies have death sounds, but dont seem to have sounds for when their moving, that might help.

URL: http://forum.audiogames.net/viewtopic.php?pid=220293#p220293




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Re: Audio Interfaces and Systems

2015-06-16 Thread AudioGames . net ForumDevelopers 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 in a single soundscape.Hmmm.. I think I have an idea that might help, ive recently been working on proximity audio with conventional audio cues to work along side of, instead of in the soundscape. So for example the soundscape sonifies the terrain, but when the player gets close to, say, a body of water, the closer the player is the louder the sound of the water, further the quieter.You could try making objects volume proximity based to the players position, or make them proximity based to each other, so a cluster could reduce their collective volume based on adjacent objects to a more readable level. So when processing your image data for audio rendering you can adjust the brightness levels of the pixel 
 data.

URL: http://forum.audiogames.net/viewtopic.php?pid=220152#p220152




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Re: Audio Interfaces and Systems

2015-06-16 Thread AudioGames . net ForumDevelopers 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 in a single soundscape.Hmmm.. I think I have an idea that might help, ive recently been working on proximity audio with conventional audio cues to work along side of, instead of in the soundscape. So for example the soundscape sonifies the terrain, but when the player gets close to, say, a body of water, the closer the player is the louder the sound of the water, further the quieter.You could try making objects volume proximity based to the players position, or make them proximity based to each other, so a cluster could reduce their collective volume based on adjacent objects to a more readable level.

URL: http://forum.audiogames.net/viewtopic.php?pid=220152#p220152




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Re: Audio Interfaces and Systems

2015-06-15 Thread AudioGames . net ForumDevelopers 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 play through.

URL: http://forum.audiogames.net/viewtopic.php?pid=220034#p220034




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Re: Audio Interfaces and Systems

2015-06-02 Thread AudioGames . net ForumDevelopers 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 sort of color system in place to help make it easier to differentiate between factions and objects. As for resolution, lets say you have a sighted game running at 640 by 480 resolution, typically sprites in such a game would be around 32 by 32, or even 64 by 64 pixels so players could visually read them properly, which means that the maximum amount of tiles players could see would be 20 by 15, or 300 different tiles, or for 64 by 64 tiles, that would be 10 by 7.5, or 75 tiles. Players also typically spend most of their time focusing on only a handful of those, their character, enemies, powerups, etc.In a non-sighted game we could use solid single color blocks to symbollically represent an entire sprite or object as a single tone. This means that unlike sighted games, you dont need sprites to be 32 by 32, or 64 by 64, its all the same. The only difference to you would be that the sound would play longer and in a wider pitch, the tone and what it represents wouldnt change. This means that you could potentially get away with 4 by 4 pixel blocks, or 8 by 8 and still get a similar amount of relevant information over a smaller area.@CAR_JonesIf nothing else I think it would be interesting to explore this, even if it doesnt work out. I created a mockup image of a chess board with 32 pieces, white blocks on top, grey blocks on bottom. Running the vOICe on very slow motion seemed to work alright for making out where each piece was respectively. If it were an actual game, the player could put their mouse over a piece or move around a selection box and it could tell them what the currently selected piece was to help guide them. I might try throwing together a functional prototype and see how it goes.In other news, ive uploaded two prototypes ive been working with, id be interested to see what everyone thinks. Unfortunately it seems Google Drive is flagging one of them, sigh. Anyway you can download the other one as a win32 binary here:https://drive.google.com/folderview?id= … sp=sharingThe first is a 2D side scrolling engine I wrote, and is going alot better than the other. It has a built in Audio renderer and ive fixed some performance issues, but its stuck at a single speed for now. If you want to use the vOICe with it for faster rendering, press TAB in game to disable the internal Audio Renderer.For controls:Left and Right arrow keys to move Left and RightUp arrow for jumpingESC to quit

URL: http://forum.audiogames.net/viewtopic.php?pid=218747#p218747




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Re: Audio Interfaces and Systems

2015-05-31 Thread AudioGames . net ForumDevelopers 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 a pixel on the far left of the picture would be at the very beginning of the sound, and the pitch of the sound represents the Y axis of the image, so a very high pitch means the pixel would be at the top of the image, low pitch at the bottom. The brightness of each pixel is represented by the volume, the louder the sound, the brighter the pixel, the quieter the darker the pixel.Now this means that moving in a real life 3D space with shadows and lighting creates Contrast and provides a sense of Depth, allowing you to more easily make out shapes and determine distance between them by how loud/quiet parts of the sound is, when it plays and what its pitch is. In sighted 3D First Person games its less effective because al
 ot of them have crappy lighting, it often being just as bright down a hallway as it is right next to you among other details, so when converting the image from black and white in to Sound you get little contrast and can lose your sense of depth and positioning.Its often worse in 2D games, which often have no shadows and use a lot of bright colors, making it very difficult to make out whats going on.This doesnt necessarily mean its impossible to make 2D and 3D video games using The vOICe, but I do think it takes a very different approach compared to sighted games.@sikThis is the exact approach ive taken with my own 2D engine, Ive rendered the background black and the terrain as dark grey, and the player as a white block to help give contrast to make it easier for the player to know where they are in the environment, combined with positional feedback like sounds for walking, bumping into obsticals, and jumping. Ive also tried embeddin
 g the Audio Renderer into the game itself and wanted to try incorporating different musical instruments to represent colors when Sonifying each screen to help identify different kinds of objects and opponents, as the vOICe can only do black and white.

URL: http://forum.audiogames.net/viewtopic.php?pid=218536#p218536




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Re: Audio Interfaces and Systems

2015-06-01 Thread AudioGames . net ForumDevelopers 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 of the same color in a row. You also dont really need to know whats happening on the rest of the screen until you pan over it, and it would work well on a tablet. Or you could potentially adapt it into a Maze game, where you have to trace your way along lines of a particular color to get from start to finish, maybe even something like packman perhaps. These may depend on whether you can tell what position the adjacent squares are relative to your current position though, if thats the case, there could also be other potential applications for it as well.Color in Audio Games I think is best used as information, which is why I want to incorporate it. To give an example, lets say that the color red is represented by the sou
 nd of a trumpet, the color blue by a piano, and the color green by a drum. Now lets say your playing a side scrolling game and you hear a trumpet off to the right, that represents a powerup. Hear a drum further behind it? Thats an enemy. Hear a piano off to your left? Thats a door. Instead of associating each sound with a particular color, you associate the sound with a particular effect or object, the color in this case is purely arbitary and used by the game itself for data and tracking purposes, the players will never know what color the sound actually represents, and they dont need to. Audio games already do these sorts of things to a degree with 3D positional audio and representational sound effects, the difference is that this method maps those effects precisely to a position on the screen with greater accuracy.This has a lot of practical applications, for example in theory someone could make a top down Real Time Strategy game like Dune 2 or Command An
 d Conquer with different factions represented by different solid colors, by using the above method a non-sighted player could then tell where all the units are on the screen and who they belong too in a sweep because of the specific sound of each factions color.

URL: http://forum.audiogames.net/viewtopic.php?pid=218627#p218627




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Audio Interfaces and Systems

2015-05-29 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Audio Interfaces and Systems

Hello everyone,Ive been lurking around for a bit and have been studying this communities use of audio interfaces, such as 1 Dimensional Side Scrollers, and multi-directional sonar pings in Swamp I believe? Audio Quakes 3D positional audio, SoundRTS and Tower Defense games approaches are also rather interesting.Im curious however, have any of you heard of Image to Sound rendering?

URL: http://forum.audiogames.net/viewtopic.php?pid=218242#p218242




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Re: Audio Interfaces and Systems

2015-05-29 Thread AudioGames . net ForumDevelopers 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, although I did find some research on incorporating color spectrums using instruments during sweeps, something id like to look into at some point.I managed to port some of the code to python and integrate parts of it into some engines, and have been experimenting with sonified depth maps for first person environments, among others. If your interesting I can show you what ive come up with so far, though im still working on performance issues.As for Mr Meijer himself, he seems to be busy working closely with members of the Raspberry Pi community to create affordable Sonifying Kits for the non-sighted.

URL: http://forum.audiogames.net/viewtopic.php?pid=218248#p218248




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Re: Audio Interfaces and Systems

2015-05-30 Thread AudioGames . net ForumDevelopers 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 not be as easy as you might imagine, research seems to suggest it takes roughly 70 hours of training to really get used to it, and I find sonified Depthmaps to be alot easier to make out than light based images.

URL: http://forum.audiogames.net/viewtopic.php?pid=218396#p218396




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Re: Audio Interfaces and Systems

2015-07-04 Thread AudioGames . net ForumDevelopers 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 different kinds of tones for each slope or direction they flow might be better. Uploaded the recording to my repository, first half is with a higher slope on the left moving down, and another on the right moving to the bottom corner, second half is a slope in the lower left moving up, and the one on the right still moving down. Seems to have too much of a bleed effect at the moment.Maybe another way to help cut down on noise would be to render only the side of the screen the players character is facing in the respective left/right audio channel? That way you wouldnt get the interference from the opposite side, though you could still play enemy sounds and such.

URL: http://forum.audiogames.net/viewtopic.php?pid=222588#p222588




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Re: Audio Interfaces and Systems

2015-06-28 Thread AudioGames . net ForumDevelopers 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 the proximity is to the player.What recording software are you using? I looked at your tracks in Audacity and they seem to be 2 channel mono. I ran into a similar problem recently trying to record some output with Audacity, fixed it by editing its Preferences under Devices, and changing the recording device from Mono Mix to Stereo Mix so it recorded the actual variable output in either channel.

URL: http://forum.audiogames.net/viewtopic.php?pid=221789#p221789




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Re: Audio Interfaces and Systems

2015-06-28 Thread AudioGames . net ForumDevelopers 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 the proximity is to the player.What recording software are you using? Looking at them in Audacity it looks like the two channels are vitually identical.

URL: http://forum.audiogames.net/viewtopic.php?pid=221789#p221789




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Re: pygame

2015-07-05 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: pygame

This is the first ive heard of Pyaudiogame, and there doesnt seem to be much out there so it may depend on whether you can get feedback from anyone else using it. From what ive heard Pygame is fairly stable and has a metric ton of tutorials all over the place, so seems like a good choice.I mostly use pyglet, its 3D positional audio is nice and playing sounds is fairly straight forward, though at the moment you have to be abit careful to free up resources. Currently ive just encountered a bug im looking into where the audio isnt playing on certain systems, though you can try it out for yourself.

URL: http://forum.audiogames.net/viewtopic.php?pid=222751#p222751




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Re: Audio Interfaces and Systems

2015-07-03 Thread AudioGames . net ForumDevelopers 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 at the start point, and then move along and stop at the end point. So a floor would be represented by a moving sound your standing on, and a slope would move at an angle to its end point, it could also potentially solve the off screen wall issue. If you wanted you could even make each point blink at each step along the way instead of a smooth slide as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=222430#p222430




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Re: Audio Interfaces and Systems

2015-07-03 Thread AudioGames . net ForumDevelopers 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 or questions anyone has. Quick rundown of some of its features:-The demo features a top-down grid perspective of the environment, objects like buildings, resources, units, and terrain all have unique sounds to identify them. It runs at a resolution of 640 by 480 with over 300, 32 by 32 tiles.-It uses a Proximity Mouse system, with the position of the mouse determined by 3D stereo panning and pitch. The closer objects are to the mouse, the louder their unique identifying sound is, up to two tiles away in a radius around the mouse.-There are at the moment two controllable units and three buildings, you cant build anything, but you can harvest resources and blow some stuff up.-The demo al
 so features a functional Minimap. Rendering all sorts of data in a sonified image tends to create too much conflicting information, so instead the minimap is divided into a series of slices that each render only one kind of information. For example, press F1 and it will draw an image showing ONLY the positions of friendly units, F2 an image of only enemies, F3 only resources, F4 terrain obsticals, etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=222431#p222431




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Re: Audio Interfaces and Systems

2015-07-01 Thread AudioGames . net ForumDevelopers 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 might be to clip the end point of a slope to the nearest edge of the screen, so for example if only half the slope is visible on screen, the end point would be clipped to the edge of the screen halfway along the slope.

URL: http://forum.audiogames.net/viewtopic.php?pid=222178#p222178




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Re: Audio Interfaces and Systems

2015-07-05 Thread AudioGames . net ForumDevelopers 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 in either direction), you have to keep in mind that it would likely take a fraction of a second for the player to turn around and view the other side of the screen, if it helps cut down on interference and makes the scene more readable it may be worth considering, but thats up to you.Hmm, so a Gap is a constant fast blink, a Slope is a constant slow blink. What about a blink that slowly shifts from fast to slow? Or a different pattern like morse code? Well, morse code may be going abit far.

URL: http://forum.audiogames.net/viewtopic.php?pid=222888#p222888




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Re: Audio Interfaces and Systems

2015-08-15 Thread AudioGames . net ForumDevelopers 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 with the sweep, I think it could work. Curious though, how fast paced is the game? Having played the demo there are moments when things attack you, yes, but there also seemed to be many positions where you could stand still safely. It would make sense that players navigating would optimally want to use those moments to get a sweep of the area for information.

URL: http://forum.audiogames.net/viewtopic.php?pid=228011#p228011




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Re: strainge behavior

2015-08-19 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: strainge behavior

I get the gist of what your doing, but its difficult to tell why your doing it without knowing more about the rest of the code. Does this function add and remove screens from dictionaries? Or does it load/remove it from an app stack? What API are you using?

URL: http://forum.audiogames.net/viewtopic.php?pid=228479#p228479




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Re: strainge behavior

2015-08-19 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: strainge behavior

He didnt post all the code, just a snipet. So Im guessing that self.next_screen holds a string thats defined in the other parts of the code.

URL: http://forum.audiogames.net/viewtopic.php?pid=228495#p228495




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Re: new python module for simplifying some tasks

2015-08-23 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: new python module for simplifying some tasks

Personally I use Pyinstaller, but you can also use Py2exe.

URL: http://forum.audiogames.net/viewtopic.php?pid=228887#p228887




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Re: Audio Interfaces and Systems

2015-06-29 Thread AudioGames . net ForumDevelopers 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 and messing with the sound positioning for awhile before I got a clear stereo panning effect in the output, still a little twacked on positioning though. Ive uploaded the recording to my repository if you want to listen to it, walking between two points.Wierd though, if theres a slope to your right and a flat surface to the left, or moving between two points there should be some kind of stereo effect in the recording. Maybe you could try recording the output through another program like Audacity instead to see if theres an issue with how its being logged, though youll have to change audacitys Preferences: Recording Device from Mono-Mix to Stereo-Mix.

URL: http://forum.audiogames.net/viewtopic.php?pid=221923#p221923




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Re: Audio Interfaces and Systems

2015-06-30 Thread AudioGames . net ForumDevelopers 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 more into it at some point though, if only to make it easier to generate better dynamic dialog in games (which would be great!), and some projects approaches are interesting, like the Watson AI, or Microsofts Cortana AI look particularly interesting and fluid as well, though I wonder how hard coded it is and whether it could handle different voice ranges and types.@SikIs that a good thing or a bad thing? heh.Pyglet.media has similar function sets to OpenAL for 3D positional audio, so I setup a listener object for the players position and adjusted the sounds cone orientation and angles to point directly towards either the left or right, depending on their relative position to the playe
 r. The idea being to place objects clearly in either the left or right audio channels for optimal positioning.

URL: http://forum.audiogames.net/viewtopic.php?pid=222031#p222031




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Re: Audio Interfaces and Systems

2015-08-02 Thread AudioGames . net ForumDevelopers 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. But thats something to consider later.Listing the current sounds and things to assign them to is a good idea, right now there only seems to be straight on/off blinking, what about including tones that are a more gradual pulse? So you could have Fast Blink, Slow Blink, and Constant Tone, with possibly a Slow Pulse and Fast Pulse, which could help flesh out the number of surfaces that can be represented.One way to let players know about the ceiling or other extensions off screen would be to clamp a square/tone to the edge of the screen, so if a ceiling goes off to the left, the tone for the ceiling would be locked at that point on the left until you reach its edge or opposite endpoint.

URL: http://forum.audiogames.net/viewtopic.php?pid=226261#p226261




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Re: FMOD Studio: a Sound library for games

2015-08-03 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: FMOD Studio: a Sound library for games

Theres also the PySonic lib: (http://pysonic.sourceforge.net/), which is an FMOD wrapper.

URL: http://forum.audiogames.net/viewtopic.php?pid=226473#p226473




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Re: Coding wall

2015-08-03 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Coding wall

So, if im to understand this correctly, players guess one of a sequence of numbers, if they get it right they go to the next in the sequence, but if they get it wrong they start the whole sequence over again? If thats the case something like this might work:pattern = [1,2,3,4,5]sequence = 0player_number = raw_input()//get players numberif player_number == pattern[sequence]:sequence += 1//play sound that correct number is chosenelse:sequence = 0//play sound that wrong number is chosen, reset sequence

URL: http://forum.audiogames.net/viewtopic.php?pid=226476#p226476




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Re: Coding wall

2015-08-03 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Coding wall

Ahh, ok. You should probably keep track of whether the player has inputted anything or not then, something like:pattern = [1,2,3,4,5]sequence = 0player_number = Noneplayer_number = raw_input() //get players numberif player_number != None:{if player_number == pattern[sequence]:{sequence += 1//play sound that correct number is chosen}else:{sequence = 0//play sound that wrong number is chosen, reset sequence}player_number = None}This way, it will only run the code if theres an answer, and then clear it and wait until a new number has been given, assuming that when you grab the player_number it doesnt wait for the player to input something.

URL: http://forum.audiogames.net/viewtopic.php?pid=226479#p226479




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Re: Audio Interfaces and Systems

2015-07-31 Thread AudioGames . net ForumDevelopers 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 by a fast blink and platforms by a slow blink. Judiciously using silence to represent safe movement zones could potentially help highlight more relevant hazards and obsticals.

URL: http://forum.audiogames.net/viewtopic.php?pid=226049#p226049




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Re: Audio Interfaces and Systems

2015-08-01 Thread AudioGames . net ForumDevelopers 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 of the ceiling could be represented by the same tone as Walls, but that might cause confusion by implying that it cant be passed. Maybe a slower tone perhaps?

URL: http://forum.audiogames.net/viewtopic.php?pid=226182#p226182




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Re: Audio Interfaces and Systems

2015-07-29 Thread AudioGames . net ForumDevelopers 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 to the end. Things like the hammer, health, possibly flags, while useful arent strictly neccessary compared to navigating hazards like terrain, spikes, acid, pits, and enemies to reach the end goal.

URL: http://forum.audiogames.net/viewtopic.php?pid=225806#p225806




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Re: Audio Interfaces and Systems

2015-07-28 Thread AudioGames . net ForumDevelopers 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 get a feel for it or give feedback I felt was important too. Ultimately im not sure if it was the right choice or not.Its really up to you if you feel its ready for more public testing, but if your not sure you can always release it in a later patch.

URL: http://forum.audiogames.net/viewtopic.php?pid=225695#p225695




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Re: Audio Interfaces and Systems

2015-07-30 Thread AudioGames . net ForumDevelopers 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




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Re: PyAudioGame Help, Cash error

2015-08-06 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: PyAudioGame Help, Cash error

Not all that familiar with PyAudioGame, but it seems like the cash attribute isnt implemented. Heres a few tweaks that might help:#ATTACK!!!import pyaudiogamespk = pyaudiogame.speakMyApp = pyaudiogame.App(My Application)#Lets create a storage box so we can put our dragons hp in theredragon_hp = 100#Now lets make our heros hit strengthhero_hit = 10#An attack functiondef attack():  #When the hero attacks he takes the dragons hp  dragon_hp = dragon_hp - hero_hit#Now lets make a way for our hero to attackdef logic(actions):  key = actions[key]  if key == space and dragon_hp  0:attack()spk(You, the hero of our tale swing your sword. You hit the dragon for %s damage! Now our poor dragon 
 has %s hp left % (hero_hit, dragon_hp))if dragon_hp = 0:  spk(You, the hero of our story killed the dragon. The whole town thanks you!)  spk(Press escape to go back home)MyApp.logic = logicMyApp.run()

URL: http://forum.audiogames.net/viewtopic.php?pid=226733#p226733




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Re: Audio Interfaces and Systems

2015-07-15 Thread AudioGames . net ForumDevelopers 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




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Re: Audio Interfaces and Systems

2015-07-15 Thread AudioGames . net ForumDevelopers 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 Audio Tools and public domain sources, then mix them around in Audacity. Heres a few links:SFXR and BXFR random 8bit sound generators:(http://www.drpetter.se/project_sfxr.html)(http://www.bfxr.net)Public Domain Sounds:(http://www.pdsounds.org)(http://www.audiosoundclips.com)

URL: http://forum.audiogames.net/viewtopic.php?pid=224290#p224290




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Re: Audio Interfaces and Systems

2015-07-15 Thread AudioGames . net ForumDevelopers 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 the combination of terrain sounds could be abit disorienting. Still, Ive checked the recording and listened to it a few times and im definitely getting a much better 3D positional audio effect than before from the left to right. It might help overall readability to put in more supporting sound effects like sounds for the player walking, landing, bumping into things, or tettering on edges to help reinforce the environmental queues.

URL: http://forum.audiogames.net/viewtopic.php?pid=224159#p224159




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Re: pygame

2015-07-15 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: pygame

Alot of people consider the successor to SDL to be SFML, which is still maintained. You can find a python version here:(http://www.python-sfml.org/)

URL: http://forum.audiogames.net/viewtopic.php?pid=224248#p224248




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Re: Audio Interfaces and Systems

2015-07-16 Thread AudioGames . net ForumDevelopers 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 atmosphere, perhaps thats what people dont like? It might be interesting to try a few test cases.

URL: http://forum.audiogames.net/viewtopic.php?pid=224399#p224399




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Re: Audio Interfaces and Systems

2015-07-16 Thread AudioGames . net ForumDevelopers 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 atmosphere, perhaps thats what people dont like? It might be interesting to try a few test cases and see.

URL: http://forum.audiogames.net/viewtopic.php?pid=224399#p224399




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Re: 2D Framework released

2015-08-24 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: 2D Framework released

Theres PyAL which is a thin wrapper around OpenAL, though it can only load wav files and doesnt come with mouse/key input handling. I played around with it for abit before bouncing back to lower level OpenAL in Pyglet, if you want some sample scripts for positional audio in either I can try and put something together.

URL: http://forum.audiogames.net/viewtopic.php?pid=229101#p229101




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Re: Platformer audio cues list

2015-10-22 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Platformer audio cues list

Huh, yeah i've noticed its been somewhat unstable lately. Thats the second time its been down for whatever reason, well anyway I suppose its a good thing I already downloaded the sample, i'll just put up the relevant snippet here.The points you raise is generally what I had in mind. I think in those other instances the context of the sound should help make things clearer. Ceilings for example are handled with reverb, and ground you can break with a hammer is only relevant if your standing on top of it, not beneath it. Are there objects that can fall on the player like spikes? I may be mistaken but don't recall encountering those in the Demo. If there are spikes or such, you could perhaps have a rocky cracking sound just before, or when the spike or object starts to drop.

URL: http://forum.audiogames.net/viewtopic.php?pid=235813#p235813





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Re: Is it possible to create my very own sounds?

2015-10-25 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Is it possible to create my very own sounds?

Crafting sounds, at least sounds with nuance and finer qualities, seems to require more of an artistic touch than generation alone, at least for the moment anyway. There are Procedural Generation programs out there that can randomly generate a variety of sounds for you, even random music generators, accessibility may be an issue though.If your interested, there's sfxr and bfxr for sound effects, I don't think their accessible but their source code is available. For music there's the fake music generator powered by cgMusic, open sourced Sound Helix, and another music generator over here.For some reason the cgMusic domain seems to have lapsed, though it looks like you can find a java port of the sou
 rce here, the wiki article on Algorithmic Composition could also prove useful.

URL: http://forum.audiogames.net/viewtopic.php?pid=236200#p236200





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Re: Is it possible to create my very own sounds?

2015-10-25 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Is it possible to create my very own sounds?

Crafting sounds, at least sounds with nuance and finer qualities, seems to require more of an artistic touch than generation alone, at least for the moment anyway. There are Procedural Generation programs out there that can randomly generate a variety of sounds for you, even random music generators, accessibility may be an issue though.If your interested, there's sfxr and bfxr for sound effects, I don't think their accessible but their source code is available. For music there's the fake music generator powered powered by cgMusic, open sourced Sound Helix, and another music generator over here.For some reason the cgMusic domain seems to have lapsed, though it looks like you can find a java port of
  the source here, the wiki article on Algorithmic Composition could also prove useful.

URL: http://forum.audiogames.net/viewtopic.php?pid=236200#p236200





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Re: Is it possible to create my very own sounds?

2015-10-25 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Is it possible to create my very own sounds?

Crafting sounds, at least sounds with nuance and finer qualities, seems to require more of an artistic touch than generation alone, at least for the moment anyway. There are Procedural Generation programs out there that can randomly generate a variety of sounds for you, even random music generators, accessibility may be an issue though.If your interested, there's sfxr and bfxr for sound effects, I don't think their accessible but their source code is available. For music there's the fake music generator powered by cgMusic, open sourced Sound Helix, and another music generator over here.For some reason the cgMusic domain seems to have lapsed, though it looks like you can find a java port of the sou
 rce here, the wiki article on Algorithmic Composition could also prove useful.Edit: You may also want to check out a post I made in the Article section titled "A Beginner's Guide to the Synth", which covers how synth samples and effects work, along with their history.

URL: http://forum.audiogames.net/viewtopic.php?pid=236200#p236200





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Re: creating a hierarchy

2015-11-01 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: creating a hierarchy

If I understand correctly, I'd probably go with a list, then use pattern matching to add up cards values and search for specific types of hands according to these rules. Example:import random
#types of cards reference: Heart, Spade, Diamond, and Club.
cards = ['1h','2h','3h','4h','5h','6h','7h','8h','9h','10h','jackh','queenh','kingh','aceh',
'1s','2s','3s','4s','5s','6s','7s','8s','9s','10s','jacks','queens','kings','aces',
'1d','2d','3d','4d','5d','6d','7d','8d','9d','10d','jackd','queend','kingd','aced',
'1c','2c','3c','4c','5c','6c','7c','8c','9c','10c','jackc','queenc','kingc','acec']
#card values
value = [1,2,3,4,5,6,7,8,9,10,13,12,11,14,
1,2,3,4,5,6,7,8,9,10,13,12,11,14,
1,2,3,4,5,6,7,8,9,10,13,12,11,14,
1,2,3,4,5,6,7,8,9,10,13,12,11,14,]
#shuffled deck of cards
deck = ['1h','2h','3h','4h','5h','6h','7h','8h','9h','10h','jackh','queenh','kingh','aceh',
'1s','2s','3s','4s','5s','6s','7s','8s','9s','10s','jacks','queens','kings','aces',
'1d','2d','3d','4d','5d','6d','7d','8d','9d','10d','jackd','queend','kingd','aced',
'1c','2c','3c','4c','5c','6c','7c','8c','9c','10c','jackc','queenc','kingc','acec']

#shuffle the deck
random.shuffle(deck)

#player 1's hand
hand1 = []
#player 2's hand
hand2 = []

#pass out 5 cards to players
for a in xrange(0,5,1):
hand1.append(deck.pop(0))
hand2.append(deck.pop(0))

#player 1's score
player1 = 0
#player 2's score
player2 = 0

#add up card values to calculate scores
for a in xrange(0,5,1):
player1 += value[cards.index(hand1[a])]
player2 += value[cards.index(hand2[a])]

print player1,player2
if player1 > player2:
print "player 1 wins!"
elif player1 < player2:
print "player 2 wins!"
elif player1 == player2:
print "its a draw!"

URL: http://forum.audiogames.net/viewtopic.php?pid=237024#p237024





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Re: creating a hierarchy

2015-11-01 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: creating a hierarchy

Oops, I forgot aces were actually one cards in decks. Derp. Anyway, this was more a basic example that just adds up card values without specific hand type parsing, there are better ways of putting it together, but heres an addition that checks for whether players get a 'flush'.#add up card values to calculate scores
for a in xrange(0,5,1):
player1 += value[cards.index(hand1[a])]
player2 += value[cards.index(hand2[a])]


#count card types and check for flush
count = []
for a in hand1:
if a[len(a)-1] == 's':
count.append('s')
elif a[len(a)-1] == 'h':
count.append('h')
elif a[len(a)-1] == 'c':
count.append('c')
elif a[len(a)-1] == 'd':
count.append('d')

if count.count('s') == 5:
flush1 = True
elif count.count('h') == 5:
flush1 = True
elif count.count('c') == 5:
flush1 = True
elif count.count('d') == 5:
flush1 = True
else:
flush1 = False

count = []
for a in hand2:
if a[len(a)-1] == 's':
count.append('s')
elif a[len(a)-1] == 'h':
count.append('h')
elif a[len(a)-1] == 'c':
count.append('c')
elif a[len(a)-1] == 'd':
count.append('d')

if count.count('s') == 5:
flush2 = True
elif count.count('h') == 5:
flush2 = True
elif count.count('c') == 5:
flush2 = True
elif count.count('d') == 5:
flush2 = True
else:
flush2 = False

print 'player 1 hand:',hand1,'score:',player1
print 'player 2 hand:',hand2,'score:',player2
if flush1 == True and flush2 == False:
print "player 1 has a flush and wins!"
elif flush1 == False and flush2 == True:
print "player 2 has a flush and wins!"
elif flush1 == True and flush2 == True:
print "both players have flush and draw!"
elif player1 > player2:
print "Player 1 Wins!"
elif player1 < player2:
print "player 2 wins!"
elif player1 == player2:
print "its a draw!"

URL: http://forum.audiogames.net/viewtopic.php?pid=237039#p237039





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Accessible Paint Programs?

2015-11-04 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Accessible Paint Programs?

I've heard it said else where of how difficult it is for non-sighted developers to get visual resources for some projects, so I was wondering if there are any accessible art tools available for the Non-Sighted for creating visual images?

URL: http://forum.audiogames.net/viewtopic.php?pid=237397#p237397





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Re: Audiocraft Prototype + Source Code

2015-11-04 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Audiocraft Prototype + Source Code

Well this is more of a proof of concept, just walking around and placing/destroying blocks basically. I think though that if people are comfortable and able to navigate this Demo it could help work towards an accessibility mod for mainstream Minecraft, or other games perhaps. I don't have much experience in 3D or Minecraft modding though so other people are welcome to take a crack at it, but I'll keep working on it and see where it goes.

URL: http://forum.audiogames.net/viewtopic.php?pid=237396#p237396





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Re: Accessible Paint Programs?

2015-11-07 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Accessible Paint Programs?

Ah, thanks for the links.I found that straight RGB values were actually pretty hard to interpret on their own, so I made it possible to assign sounds to specific colors.Were you reading the RGB values directly as numbers? Or some other way? I've shifted to working on measuring the RGB values of an image by using 3 different wave forms to represent each color, Sine for red, Saw for green, and Square for blue, with volume used for brightness. When the user moves over a pixel all 3 waves play simultaneously, and the volume of each wave is adjusted based on the RGB values, this gives each color a unique finger print that, hopefully, can be recognisable. I've uploaded a sample here, which gives the tones for red, green, blue, yellow, cyan, purple, and white. I'd be interested to see what you think.I also find your color 
 ID approach with color names rather interesting, it could be quite useful for helping to identify color types, although I tthink I would also add in a modifier to let users know if a color doesn't exactly match a set color, like a color thats near viridian would be called "custom viridian", in addition to users being able to view the raw RGB values.

URL: http://forum.audiogames.net/viewtopic.php?pid=237697#p237697





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Re: Accessible Paint Programs?

2015-11-07 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Accessible Paint Programs?

Ah wonderful, thanks for the links.I found that straight RGB values were actually pretty hard to interpret on their own, so I made it possible to assign sounds to specific colors.Were you reading the RGB values directly as numbers? Or some other way? I've shifted to working on measuring the RGB values of an image by using 3 different wave forms to represent each color, Sine for red, Saw for green, and Square for blue, with volume used for brightness. When the user moves over a pixel all 3 waves play simultaneously, and the volume of each wave is adjusted based on the RGB values, this gives each color a unique finger print that, hopefully, can be recognisable. I've uploaded a sample here, which gives the tones for red, green, blue, yellow, cyan, purple, and white. I'd be interested to see what you think.I also find y
 our color ID approach with color names rather interesting, it could be quite useful for helping to identify color types, although I tthink I would also add in a modifier to let users know if a color doesn't exactly match a set color, like a color thats near viridian would be called "custom viridian", in addition to users being able to view the raw RGB values.

URL: http://forum.audiogames.net/viewtopic.php?pid=237697#p237697





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Audiocraft Prototype + Source Code

2015-11-04 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Audiocraft Prototype + Source Code

AudioCraft v1.0 is a modification of an open sourced Minecraft Demo by Michael Fogleman, you can find the original source here, and includes Peter Meijers image to sound rendering technique for displaying the screen.  The source code for Audiocraft is included for anyone that wants it, and you can do whatever you like with it (be sure to include the License). It was coded using Python 2.7.10, Pyglet 1.2.4, and Numpy 1.9.2.It includes a simulated Depth Map using grey textures and black background/fog for image to sound rendering, just press "E" to get a sweep of your surroundings on the screen. There's also navigation sounds for walking, bumping into objects, jumping, placing, and removing blocks. The players view can be controlled with either the keyboard or mouse, the vertical and horrizontal positions of the players view are represented by the 
 pitch of two distinct tones. Vertically the higher the pitch, the higher your looking, capped at straight up. The lower the pitch the lower your looking, capped at straight down. The horrizontal tone acts as a compass, the lowest tone faces south, the highest tone faces north. Using the keyboard will snap the view screen to the fixed compass points associated with each tone. Another feature is an identifying sound, by pressing "Q" a sound representing the type of block that is in the crosshairs at the center of the screen will play, the higher the volume the closer the block is to you. You can also press "Z" at any time to get a voice description of the type of block centered in the crosshair.W,A,S,D, to move forward, backward, and strafe, left mouse button or shift destroys a block, right mouse button or enter places a block, space to jump, numbers 1 to 4 for selecting block types to place, press Escape to quit. Tab toggles fly mode on and off.<
 p>You can listen to a recording of the Prototype here:Audiocraft RecordingOr Download the Prototype here:Audiocraft v1.0Note that the Prototype may take abit to load, it has to randomly generate the level and pre-cache hrtf tables. For best performance when playing Disable Display Scaling on High DPI Settings and run it in compatibility mode for winxp sp3. Headphones and a good mouse are also recommended.edit: Forgot to mention the keyboard input for creating/destroying blocks, enter and shift.

URL: http://forum.audiogames.net/viewtopic.php?pid=237266#p237266





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Audiocraft Prototype + Source Code

2015-11-03 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Audiocraft Prototype + Source Code

AudioCraft v1.0 is a modification of an open sourced Minecraft Demo by Michael Fogleman, you can find the original source here, and includes Peter Meijers image to sound rendering technique for displaying the screen.  The source code for Audiocraft is included for anyone that wants it, and you can do whatever you like with it (be sure to include the License). It was coded using Python 2.7.10, Pyglet 1.2.4, and Numpy 1.9.2.It includes a simulated Depth Map using grey textures and black background/fog for image to sound rendering, just press "E" to get a sweep of your surroundings on the screen. There's also navigation sounds for walking, bumping into objects, jumping, placing, and removing blocks. The players view can be controlled with either the keyboard or mouse, the vertical and horrizontal positions of the players view are represented by the 
 pitch of two distinct tones. Vertically the higher the pitch, the higher your looking, capped at straight up. The lower the pitch the lower your looking, capped at straight down. The horrizontal tone acts as a compass, the lowest tone faces south, the highest tone faces north. Using the keyboard will snap the view screen to the fixed compass points associated with each tone. Another feature is an identifying sound, by pressing "Q" a sound representing the type of block that is in the crosshairs at the center of the screen will play, the higher the volume the closer the block is to you. You can also press "Z" at any time to get a voice description of the type of block centered in the crosshair.W,A,S,D, to move forward, backward, and strafe, left mouse button destroys a block, right mouse button places a block, space to jump, numbers 1 to 4 for selecting block types to place, press Escape to quit. Tab toggles fly mode on and off.You can listen t
 o a recording of the Prototype here:Audiocraft RecordingOr Download the Prototype here:Audiocraft v1.0Note that the Prototype may take abit to load, it has to randomly generate the level and pre-cache hrtf tables. For best performance when playing Disable Display Scaling on High DPI Settings and run it in compatibility mode for winxp sp3. Headphones and a good mouse are also recommended.

URL: http://forum.audiogames.net/viewtopic.php?pid=237266#p237266





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Re: Accessible Paint Programs?

2015-11-05 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Accessible Paint Programs?

There are certainly a wide variety of art styles and skill levels to consider, but even simple black and white asthetics can still be quite evocative. Hm, I've never used the Swamp map editor, how does it work?(Maybe drawing from old-school VRAM-saving tricks could be useful? IE, how everything in the 16bit era used 8x8 tiles?)Do you mean using 8x8 tiles for game assets? Or parsing only 8x8 grid segments of larger images at a time in an editor? I'm reminded of a game two guys are working on using grey scale artwork with a total resolution of 64x64 pixels that got some fairly positive feedback. Its a jrpg called Nightpearl, link to their thread here. It looks pretty good, though the incredible low resolution is a little unusual.

URL: http://forum.audiogames.net/viewtopic.php?pid=237473#p237473





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Re: Accessible Paint Programs?

2015-11-05 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Accessible Paint Programs?

Hmm, sounds like a vector art approach similar to Inkscape, though I don't think thats accessible. Povray3D might also be accessible since it uses a programing like script system to raytrace images mathematically, although theres no clear way to percieve the results. I've been poking around with a tool that breaks down an image into its component RGB values and allows users to move pixel by pixel, each represented by 3 tones for each color value. The biggest issue though is scaling, its difficult to properly convey a large, or even medium scale image. The tool itself would likely function best as a pixel art tool for creating 64x64, 32,32, or less scaled art, which isn't so bad because pixel art is still pretty popular and in heavy use in the indie scene.I think maybe something like a hybrid of techniques and inputs could be used to put together a kind of multitool, not sure. Also super cute video, hehe.

URL: http://forum.audiogames.net/viewtopic.php?pid=237464#p237464





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Re: Accessible Paint Programs?

2015-11-05 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Accessible Paint Programs?

Hmm, sounds like a vector art approach similar to Inkscape, though I don't think thats accessible. Povray3D might also be accessible since it uses a programing like script system to raytrace images mathematically, although theres no clear way to percieve the results. I've been working on a tool that breaks down an image into its component RGB values and allows users to move pixel by pixel, each represented by 3 tones for each color value. The biggest issue though is scaling, its difficult to properly convey a large, or even medium scale image. The tool itself would likely function best as a pixel art tool for creating 64x64, 32,32, or less scaled art, which isn't so bad because pixel art is still pretty popular and in heavy use in the indie scene.I think maybe something like a hybrid of techniques and inputs could be used to put together a kind of multitool, not sure. Also super cute video, hehe.

URL: http://forum.audiogames.net/viewtopic.php?pid=237464#p237464





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Re: Accessible Paint Programs?

2015-11-05 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Accessible Paint Programs?

Hm, tried digging up a copy of the Swamp editor but all the links appear to be broken.It sounds somewhat similar to what i'm working on, being based on the interface for AudioRTS. It renders a 20x15 grid of 32x32 tiles representing pixels, theres a scan line function where it will sequentially play a horrizontal row, then move down and play the next row, etc. I also plugged in a Meijer scanner for a whole image snap shot, but i'm not sure if the qualities worth it. The size limit isn't capped so you could concievable make a 2000x2000 or 4000x4000 image, and you can load existing image formats from other sources and save as png's.Its still abit rough, but I hope to include an eye dropper tool for sampling colors on the image to paint elsewhere, cut/paste, area fill, and color customization. Still working on the representation for the RGB values though, using pitch, volume, or time.

URL: http://forum.audiogames.net/viewtopic.php?pid=237503#p237503





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Re: Crap ton of free audio samples, sound fonts

2015-10-13 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Crap ton of free audio samples, sound fonts

Hmm, looks like SkyStrider's posted yet more links to resources.2 gig sfx sample pack from boyssLots of sounds, requires email registrationMore Soundfonts, drums, electric piano, etcNTONYX sound fonts

URL: http://forum.audiogames.net/viewtopic.php?pid=234781#p234781





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Re: Crap ton of free audio samples, sound fonts

2015-10-13 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Crap ton of free audio samples, sound fonts

Hmm, looks like SkyStrider's posted yet more links to resources. May have to start thinking of making a sticky thread! Heh.2 gigs of sfx sample pacj from boyssLots of sounds, requires email registrationMore Soundfonts, drums, eletric piano, etcNTONYX sound fonts

URL: http://forum.audiogames.net/viewtopic.php?pid=234781#p234781





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Re: Crap ton of free audio samples, sound fonts

2015-10-13 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Crap ton of free audio samples, sound fonts

Hmm, looks like SkyStrider's posted yet more links to resources. May have to start thinking of making a sticky thread! Heh.2 gig sfx sample pack from boyssLots of sounds, requires email registrationMore Soundfonts, drums, electric piano, etcNTONYX sound fonts

URL: http://forum.audiogames.net/viewtopic.php?pid=234781#p234781





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Re: Platformer audio cues list

2015-10-05 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Platformer audio cues list

Not exactly, I pictured more of the sound of rocks sliding like someones foot along the edge of a dirt cliff, like these. Maybe you could adjust the pitch of the wind sound at their edges to effect distance? Or add a reverb effect?

URL: http://forum.audiogames.net/viewtopic.php?pid=233947#p233947




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Crap ton of free audio samples, sound fonts

2015-10-12 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Crap ton of free audio samples, sound fonts

Well, someone going by the handle SkyStrider was kind enough to post some links today to a pile of music and sound Samples, along with sound fonts on Tigsource. So, obviously i've come to share them with everyone, heh.52,261 free music samples8458 free sound samples3.5 gigs of Orchestral SF2'sA bunch of quality SF2'sGM Soundfont made specifically for vgm

URL: http://forum.audiogames.net/viewtopic.php?pid=234687#p234687





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Re: Accessible Paint Programs?

2015-11-14 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Accessible Paint Programs?

I think I see what you meant by "hard to interpret", after testing it for abit I found that the tones bled together and made it difficult to tell ranges of color variations appart. I've moved to a Morse Code style, and so far it seems promising. RGB values are represented by 3 sequential beeps played one after the other, with the pitch of each representing brightness of each color. The current build allows you to speed up or slow down the rate at which the beeps play depending on circumstance or preference, you can listen to a recording of the pallet here.I've put up a build of it here: (BrushTone v0.1), so if anyone wants to try it out I'd be interested in getting some feedback. Right now it can load JPG, PNG, and BMP files, save to a static PNG, and paint a few colors. Zoom 
 and a window scan function are implemented, the readme has a full list of the controls. As usual, Disable Display Scaling on High DPI Settings and run it in compatibility mode for winxp sp3 for best performance.

URL: http://forum.audiogames.net/viewtopic.php?pid=238635#p238635





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Re: Sound Library Drawings from Sonniss

2015-08-26 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Sound Library Drawings from Sonniss

Link gives me a 404 error, they seem to have a blog post about it on their site though: (http://www.sonniss.com/blog/sfxmysterybox)

URL: http://forum.audiogames.net/viewtopic.php?pid=229330#p229330




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Re: Can someone help me, please?

2015-08-28 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Can someone help me, please?

Wouldnt necessarily recommend mixing both Pygame and Pyglet together, both are pretty feature rich in themselves. Pyglet can also handle low level OpenAL and positional audio if you want to get fancy, but the convience functions can only handle basic audio reliably.A few other audio libraries you can look at are Pyttsx which can handle speech synthesis using system sounds. Theres also PyAL which is a thin wrapper around OpenAL, not well documented but solid. Your probably better off going with Pyglet though since it handles key/mouse input, windowing, etc and you can do just as much low level OpenAL as in PyAL anyway.

URL: http://forum.audiogames.net/viewtopic.php?pid=229505#p229505




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Re: Learning Python

2015-09-03 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Learning Python

Its written in Python 2.7.10 so it may require a little tweaking, but this might help:import random

class dice(object):
def __init__(self):
self.score1 = 0
self.score2 = 0

self.roll = [0,0]

self.update()

def roll(self):
self.roll = [random.randint(1,7),random.randint(1,7)]

def update(self):
while True:
print('Press enter to roll...')
box = raw_input()

if box == 'q':
break

print('You Rolled '+str(self.roll[0])+' and '+str(self.roll[1]))
self.score1 += sum(self.roll)

print('Opponent Rolled '+str(self.roll[0])+' and '+str(self.roll[1]))
self.score2 += sum(self.roll)

if self.score1 >= 100:
print("Congradulations! You win!")
break

elif self.score2 >= 100:
print("You lost!")
break

dice()

URL: http://forum.audiogames.net/viewtopic.php?pid=230363#p230363




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Re: Learning Python

2015-09-03 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Learning Python

Its written in Python 2.7.10 so it may require a little tweaking, but this might help:import random

class dice(object):
def __init__(self):
self.score1 = 0
self.score2 = 0

self.roll = [0,0]

self.update()

def roll(self):
self.roll = [random.randint(1,7),random.randint(1,7)]

def update(self):
while True:
print('Press enter to roll...')
box = raw_input()

if box == 'q':
break

print('You Rolled '+str(self.roll[0])+' and '+str(self.roll[1]))
self.score1 += sum(self.roll)

print('Opponent Rolled '+str(self.roll[0])+' and '+str(self.roll[1]))
self.score2 += sum(self.roll)

if self.score1 >= 100 or self.score2 >= 100:
print("Congradulations! You win!")
break

dice()

URL: http://forum.audiogames.net/viewtopic.php?pid=230363#p230363




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Re: Learning Python

2015-09-03 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Learning Python

Its written in Python 2.7.10 so it may require a little tweaking, but this might help:import random

class dice(object):
def __init__(self):
self.score1 = 0
self.score2 = 0

self.roll = [0,0]

self.update()

def roll_dice(self):
self.roll = [random.randint(1,7),random.randint(1,7)]

def update(self):
while True:
print('Press enter to roll...')
box = raw_input()

if box == 'q':
break

self.roll_dice()
print('You Rolled '+str(self.roll[0])+' and '+str(self.roll[1]))
self.score1 += sum(self.roll)

self.roll_dice()
print('Opponent Rolled '+str(self.roll[0])+' and '+str(self.roll[1]))
self.score2 += sum(self.roll)

if self.score1 >= 100:
print("Congradulations! You win!")
break

elif self.score2 >= 100:
print("You lost!")
break


dice()

URL: http://forum.audiogames.net/viewtopic.php?pid=230363#p230363




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Re: Is learning visual basic worth it?

2015-09-02 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Is learning visual basic worth it?

Replicated it in a few minutes using Pyglet/Python. Same function, opens window, M to post "hello world" text to screen, C to close.import pyglet
from pyglet.window import key

class Example(pyglet.window.Window):
def __init__(self):
super(Example, self).__init__(640, 480, resizable=False, fullscreen=False, caption="Example")
self.clear()

self.key_input = []

pyglet.clock.schedule_interval(self.update, .01)

def update(self,dt):
if 'M press' in self.key_input:
pyglet.text.Label('hello world!',x=20,y=20).draw()

if 'C press' in self.key_input:
self.close()

self.key_input = []

def on_key_press(self,symbol,modifiers):
self.key_input.append(key.symbol_string(symbol) + " press")

if __name__ == '__main__':
window = Example()
pyglet.app.run()

URL: http://forum.audiogames.net/viewtopic.php?pid=230295#p230295




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Re: getting started with audiogame development: Looking for a Mentor

2015-09-06 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: getting started with audiogame development: Looking for a Mentor

Not sure about mentoring, but if you have any questions we'll try and answer them as best we can.You can download python here.

URL: http://forum.audiogames.net/viewtopic.php?pid=230786#p230786




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Re: creating a mud

2015-09-06 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: creating a mud

I know little of the MUD community, though poking around google I found this thread that seems to give some good advice on it. They mention a few MUD engines like CoffeeMUD, tbaMUD, etc. Perhaps someone else with more experience with MUDs will chime in.

URL: http://forum.audiogames.net/viewtopic.php?pid=230805#p230805




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Re: Learning Python

2015-09-03 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Learning Python

Randint return's a single number between x and y. Randrange works very similarly, but you can also configure it to skip sets of numbers. For example, if you write:random.randrange(0,10,2)It will return a random number by two step intervals, such as 0, 2, 4, 6, 8, and 10. If you write:random.randrange(0,100,10)It will return a random number at ten step intervals, such as 0, 10, 20, 30, etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=230495#p230495




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Re: Learning Python

2015-09-03 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Learning Python

When returning things from functions you have to store it in a variable or it will be lost. For example:result = DiceList()This will call Dicelist() which return's dice, its then stored in the result variable for handling. So making that little adjustment it should work fine.from random import randrange

score1 = 0
score2 = 0
turn = 0

def DiceList():
dice = [randrange(1, 7), randrange(1, 7)]
return dice

while turn >= 0:
dice = DiceList()
print ("Press enter to roll...")
roll = raw_input()
while roll == "":
print ("You rolled:")
for i in dice:
print (i)
turn += 1
break
if (turn % 2 == 0):
score2 = score2 + dice[0] + dice[1]
else:
score1 = score1 + dice[0] + dice[1]
print ("player 1's score is: %d \nPlayers 2 score is: %d" %(score1, score2))
if (score1 >= 100 or score2 >= 100):
print ("Congratulations! you won")
break

URL: http://forum.audiogames.net/viewtopic.php?pid=230465#p230465




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Royalty Free SFX from Psionic Games

2015-09-03 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Royalty Free SFX from Psionic Games

Hey, just tripped across 200 or so royalty free sci-fi sounds by the folks over at Psionic Games, you can check them out here.

URL: http://forum.audiogames.net/viewtopic.php?pid=230482#p230482




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Re: Royalty Free SFX from Psionic Games

2015-09-03 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Royalty Free SFX from Psionic Games

From their site:FREE SOUND FX & LOOPS FOR USE IN YOUR PERSONAL OR COMMERCIAL PROJECTSSo more or less free to use/download without having to pay any royalties.

URL: http://forum.audiogames.net/viewtopic.php?pid=230525#p230525




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Re: Going to get serious about learning Python, need some tips

2015-09-25 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Going to get serious about learning Python, need some tips

Pyglet's already been mentioned which supports OpenAL, it also handles windowing, mouse, and keyboard input. PyAL is a module for just OpenAL, along with Pyttsx which handles speech synthesis using system sounds.

URL: http://forum.audiogames.net/viewtopic.php?pid=232936#p232936




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Free Audio Tracks from Eric Matyas

2015-09-30 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Free Audio Tracks from Eric Matyas

Hey everyone, I came across the works of Eric Matyas on Tigsource who's been giving his work freely to people. You can download all his tracks from his site  SoundImage.org.His tracks are free/royalty free, but if you decide to use them you still have to give him proper credit for his work, from his site:The music and soundscapes on this site are all original (composed and performed by me) and are free to use for both non-commercial projects (projects not intended to make money) as well as commercial projects (projects intended to make money.)IMPORTANT: You must properly credit me in order to use the music legally:If you are using only my music, and not that of another artist(s) then on your credits screen write:Music by Eric Matyaswww.soundimage.orgIf you are using my music as well as that of another artist(s) then you need to identify which tracks are mine and credit me, for example:“Invasion of the Giant Disco Ants”“Too Quiet”“Mayhem”by Eric Matyaswww.soundimage.org

URL: http://forum.audiogames.net/viewtopic.php?pid=233443#p233443




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Stereo Image To Sound Python Examples

2015-10-05 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Stereo Image To Sound Python Examples

Hey everyone, i've finished porting some of the Stereo HiFi examples of Meijers code to python and thought i'd share it for anyone interested. Unfortunately the "Hifi" portions of the code isn't implemented, I ran into some problems as it turns out Python has some issues with unsigned ints. Regardless, all the other settings and stereo still works. The original source is licensed under a Creative Commons Attribution 4.0 International License, free to share and adapt for any purpose or use commercially provided that in all places where you describe or use the functionality you give credit to the original author and a link to his site: Copyright © Peter B.L. Meijer - http://www.seeingwithsound.com/im2sound.htm.You can download the example scripts here.The first example is a straight port of the original HiFi script and produces a wav file. The second example converts an image into a wav file, you can substitute it with what ever image you wish. The third example pipes an image file out through OpenAL using Pyglet, though the example also works with PyAL you'll still need Pyglet to load the image. The 4th example is just like the third, but is optimized with Numpy for a performance boost, it takes a bit to load because it pre-calculates all the HRTF tables when initializing, this is to cut down on the calculations needed for conversion when in regular use.

URL: http://forum.audiogames.net/viewtopic.php?pid=233839#p233839




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Re: Platformer audio cues list

2015-10-05 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Platformer audio cues list

Hmm, I keep thinking that one-way flooring could be represented by the sound of crumbling dirt or some such, but only when your walking and underneath it, like an additional surface cue. If above it you could simply play just the crumbling sound when walking.

URL: http://forum.audiogames.net/viewtopic.php?pid=233840#p233840




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OpenAL Python Example

2015-09-20 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


OpenAL Python Example

Hey everyone, I thought i'd just post some OpenAL python source for anyone that anyone wants to play around with positional audio. The script works with either Pyglet or PyAL, just comment the appropriate imports at the beginning of the script. It comes with a listener class, wav file loader, sound player, and an example that plays a tone from left to right. You can download it here.

URL: http://forum.audiogames.net/viewtopic.php?pid=232289#p232289




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OpenAL Python Example

2015-09-20 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


OpenAL Python Example

Hey everyone, I thought i'd just post some OpenAL python source for anyone that wants to play around with positional audio. The script works with either Pyglet or PyAL, just comment the appropriate imports at the beginning of the script. It comes with a listener class, wav file loader, sound player, and an example that plays a tone from left to right. You can download it here.

URL: http://forum.audiogames.net/viewtopic.php?pid=232289#p232289




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Re: Platformer audio cues list

2015-09-18 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Platformer audio cues list

For the conveyor, one way might be to use a slide volume setting to illustrate the direction the conveyor is moving? For example in this recording, the engine sound starts at full volume and decreases gradually to half before reseting back to full volume, which can indicate a conveyor moving to the right. The sound then flips, starting at half volume and gradually increases to full before reseting to half again, which can represent moving left. This way, you can still use pitch for up/down while using the volume slide to indicate direction.

URL: http://forum.audiogames.net/viewtopic.php?pid=232187#p232187




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Re: I want to make a game, but don't know what language to use or how to g

2015-09-22 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: I want to make a game, but don't know what language to use or how to g

Here's a more direct link to the download just in case: Python 2.7.10.

URL: http://forum.audiogames.net/viewtopic.php?pid=232539#p232539




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Re: I want to make a game, but don't know what language to use or how to g

2015-09-22 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: I want to make a game, but don't know what language to use or how to g

I believe the default download posted above is the 32 bit version, though you can easily check at the top of the window when you start up the Python Idle editor, for example:Python 2.7.9 (default, Dec 10 2014, 12:24:55) [MSC v.1500 32 bit (Intel)] on win32Type "copyright", "credits" or "license()" for more information.To avoid any confusion though, here's a link to the 64 bit version: Python 2.7.10-64

URL: http://forum.audiogames.net/viewtopic.php?pid=232552#p232552




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Image to Sound Python Examples

2015-09-25 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Image to Sound Python Examples

Hey everyone, as some of you may or may not know, i've been porting Peter Meijers Sonifying code to Python and playing around with it. I thought i'd take a moment to share some source and examples for anyone else that wants to mess with it. The original source is licensed under a Creative Commons Attribution 4.0 International License, free to share and adapt for any purpose or use commercially provided that in all places where you describe or use the functionality you give credit to the original author and a link to his site: Copyright © Peter B.L. Meijer - http://www.seeingwithsound.com/im2sound.htm.You can download the example scripts here.The first example is a straight port of Meijers C code into python and doesn't depend on any 3rd party API's. The second example uses Pyglet to convert an external image into sound, which you can substitute for whatever you like. The third example converts an external image and pipes it directly out the sound card using OpenAL. The OpenAL segment of code works with either Pyglet or PyAL, but you'll still need pyglet to load and convert the image data.

URL: http://forum.audiogames.net/viewtopic.php?pid=232907#p232907




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Image to Sound Python Examples

2015-09-25 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Image to Sound Python Examples

Hey everyone, as some of you may or may not know, i've been porting Peter Meijers Sonifying code to Python and playing around with it. I thought i'd take a moment to share some source and examples for anyone else that wants to mess with it. The original source is licensed under a Creative Commons Attribution 4.0 International License, free to share and adapt for any purpose or use commercially provided that in all places where you describe or use the functionality you give credit to the original author and a link to his site: Copyright © Peter B.L. Meijer - http://www.seeingwithsound.com/im2sound.htm.You can download the example scripts here.The first example is a straight port of Meijers C code into python and doesn't depend on any 3rd party API's. The second example uses Pyglet to convert an external image into sound, which you can substitute for whatever you like. The third example converts an external image and pipes it directly out the sound card using OpenAL. The OpenAL segment of code works with either Pyglet or PyAL, but you'll still need pyglet to load and convert the image data.Edit: Fixed a small bug in the 3rd example and added a 4th example script. The 4th script is the same as the 3rd, but optimized with Numpy arrays for a performance boost, you'll need Numpy 1.9.2 along with Pyglet and/or PyAL to run it.

URL: http://forum.audiogames.net/viewtopic.php?pid=232907#p232907




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Re: sound packs

2015-09-25 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: sound packs

If your looking for 8 bit sounds similar to Space Invaders you could try using Sfxr or Bfxr which are random sound generators. Unfortunately I don't think either are accessible, but the codes open source.

URL: http://forum.audiogames.net/viewtopic.php?pid=232912#p232912




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Re: how to start out with making a game

2015-12-14 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: how to start out with making a game

I guess that depends, from what I understand there really isn't much of an accessibility issue since all languages are more or less handled with text and symbols, which you can configure a screen reader to parse. Other's here can cover that in more detail, some people prefer C/C++ because of the brackets to encapsulate bits of code, where as others like the syntax of Python.If I had to offer a suggestion for a language to start with, i'd recommend Python as it handles a number of more complex features for you, though other peoples opinions may vary. You can download python here, and find the tutorial "Learn Python The Hard Way" here.

URL: http://forum.audiogames.net/viewtopic.php?pid=242813#p242813





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Re: how to start out with making a game

2015-12-14 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: how to start out with making a game

Assuming for the moment that you don't know how to program, the first step would be to pick a language and start doing some tutorials to familiarize yourself. After that its more about understanding the logic and structure of the game you intend to make. A lot of people around here seem to use BGT, although Python is another good language often recommended to beginners because of its more readable syntax and abundance of tutorials, though there are many more options available like C/C++, C#, HaXe, java, etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=242809#p242809





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Re: How to create pygame menus

2015-12-14 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: How to create pygame menus

I've never used Pygame, though the underlying concepts for menu's should generally work the same between the two. Not sure how helpful it may be but I've put together an example with Pyglet and Pyttsx which is what I usually use, and included displayed text.import pyglet
from pyglet.window import key
import pyttsx

class Test(pyglet.window.Window):
def __init__(self):
super(Test, self).__init__(640, 480, resizable=False, fullscreen=False, caption="Test")
self.clear()

#list for storing keyboard input
self.key_input = []

#initialize the Text to Speech engine
self.tts = pyttsx.init()

#disable tts loop to use our own loop
self.tts.startLoop(False)

#setup text display
self.label = pyglet.text.Label('title screen',x=300,y=240)

#load menu classes
self.menus = {'titlescreen':titlescreen(self.tts),
  'options':options(self.tts)}
#set current menu variable
self.state = 'titlescreen'

#state the initial menu on start up
self.tts.say('title screen')

#schedule main update loop
pyglet.clock.schedule_interval(self.update, .01)



def update(self,dt):
#update tts engine
self.tts.iterate()
#update menu states
self.state = self.menus[self.state].update(self.key_input,self.state,self.label)
#if menus return close, shutdown program
if self.state == 'close':
self.tts.endLoop()
self.close()

#purge key input at end of cycle
self.key_input = []
#draw screen
self.draw()



#draw screen
def draw(self):
self.clear()
self.label.draw()



#get key presses
def on_key_press(self,symbol,modifiers):
self.key_input.append(key.symbol_string(symbol) + " press")



#titlescreen menu class
class titlescreen(object):
def __init__(self,tts):
#set local TTS container
self.tts = tts
#current selected menu
self.select = 0



def update(self,key,state,label):
if 'LEFT press' in key:
self.select -= 1
#keep self.select in menu bounds
if self.select < 0:
self.select = 1
if self.select == 0:
#if tts is speaking, interrupt it for new speech
if self.tts.isBusy() == True:
self.tts.stop()
self.tts.say('options')
#set new text label
label.text = 'options'
elif self.select == 1:
#if tts is speaking, interrupt it for new speech
if self.tts.isBusy() == True:
self.tts.stop()
self.tts.say('quit')
#set new text label
label.text = 'quit'

if 'RIGHT press' in key:
self.select += 1
#keep self.select in menu bounds
if self.select > 1:
self.select = 0
if self.select == 0:
#if tts is speaking, interrupt it for new speech
if self.tts.isBusy() == True:
self.tts.stop()
self.tts.say('options')
#set new text label
label.text = 'options'
elif self.select == 1:
#if tts is speaking, interrupt it for new speech
if self.tts.isBusy() == True:
self.tts.stop()
self.tts.say('quit')
#set new text label
label.text = 'quit'


if 'RETURN press' in key:
if self.select == 0:
#if tts is speaking, interrupt it for new speech
if self.tts.isBusy() == True:
self.tts.stop()
self.tts.say('options menu selected')
self.select = 0
return 'options'
elif self.select == 1:
self.select = 0
return 'close'

return state



#options menu class
class options(object):
def __init__(self,tts):
#set local TTS container
self.tts = tts
#current selected menu
self.select = 0



def update(self,key,state,label):
if 'LEFT press' in key:
self.select -= 1
#keep self.select in menu bounds
if self.select < 0:
self.select = 1
if self.select == 0:
#if tts is speaking, interrupt it for new speech
if self.tts.isBusy() == True:
self.tts.stop()
self.tts.say('title screen')
#set new text label
label.text = 'title screen'
elif self.select == 1:
#if tts is speaking, interrupt it for new speech
if self.tts.isBusy() == True:
self.tts.stop()
self.tts.say('settings')
#set new text label
label.text = 'settings'

if 'RIGHT 

Re: resources for learning Java

2015-12-13 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: resources for learning Java

Well, there's some IDE's here you can use, although regular notepad or any text editor will do.Here is a google list of java TTS modules as well, including FreeTTS.Here is a google list of various java tutorials and guides, the tutorials at Java Coffee Break.com seem pretty good, like their Beginners Guide to Java and 101 Free lessons for Learning Basic Java.

URL: http://forum.audiogames.net/viewtopic.php?pid=242598#p242598





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Re: Learning Hot Soup Processor. Is this possible in english?

2015-12-13 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: Learning Hot Soup Processor. Is this possible in english?

Interesting, never knew about Hot Soup Processor. The syntax looks similar to any other english programming language, so it should be possible. I found an english guide here that seems good, although you'll still have to download HSP off the main website which is in japanese and may not be fantastically readable, installing it also involved wading through garbled text and a few ignored syntax errors. In the end the scripts worked though and it seemed alright. It may or may not work, but here is a direct link to the HSP download.There's also an open source version of HSP over here, though I don't seem to have access to their regional server's or some such, don't feel like tunneling through with a VPN.

URL: http://forum.audiogames.net/viewtopic.php?pid=242599#p242599





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Re: How to create pygame menus

2015-12-17 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: How to create pygame menus

I'm not all that familiar with the pygame event loop, so i'm not entirely sure what may be causing it. I've dug through a few examples so you could try writing it like this:class Menu():
def run(self, items, title):
itemNumber = 0
itemsLength = len(items)
closeMenu = False
spk(title)
spk(items[itemNumber][0])
while closeMenu == False:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_t:
spk(title)
if event.key == pygame.K_RETURN:
return items[itemNumber][1]
if event.key == pygame.K_DOWN:
itemNumber += 1   
if itemNumber > len(items)-1:
itemNumber = 0
spk(items[itemNumber][0])
if event.key == pygame.K_UP:
itemNumber -= 1
if itemNumber < 0:
itemNumber = len(items)-1
spk(items[itemNumber][0])
if event.key == pygame.K_x:
spk("closing menu")
closeMenu = TrueIf that doesn't work then someone more familiar with pygame may have to chime in, either that or i'd have to take some time to install and familiarize myself with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=242980#p242980





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Re: How to create pygame menus

2015-12-17 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: How to create pygame menus

I'm not all that familiar with the pygame event loop, so i'm not entirely sure what may be causing it. I've dug through a few examples so you could try writing it like this:class Menu():
def run(self, items, title):
itemNumber = 0
itemsLength = len(items)
closeMenu = False
spk(title)
spk(items[itemNumber][0])
while closeMenu == False:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_t:
spk(title)
if event.key == pygame.K_RETURN:
return items[itemNumber][1]
if event.key == pygame.K_DOWN:
itemNumber += 1   
if itemNumber > len(items)-1:
itemNumber = 0
spk(items[itemNumber][0])
if event.key == pygame.K_UP:
itemNumber -= 1
if itemNumber < 0:
itemNumber = len(items)-1
spk(items[itemNumber][0])
if event.key == pygame.K_x:
spk("closing menu")
closeMenu = TrueIf that doesn't work then someone more familiar with pygame may have to chime in, either that or i'd have to take some time to install and familiarize myself with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=242980#p242980





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Re: How to create pygame menus

2015-12-17 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: How to create pygame menus

I'm not all that familiar with the pygame event loop, so i'm not entirely sure what may be causing it. I've dug through a few examples so you could try writing it like this:class Menu():
def run(self, items, title):
itemNumber = 0
itemsLength = len(items)
closeMenu = False
spk(title)
spk(items[itemNumber][0])
while closeMenu == False:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_t:
spk(title)
if event.key == pygame.K_RETURN:
return items[itemNumber][1]
if event.key == pygame.K_DOWN:
itemNumber += 1   
if itemNumber > len(items)-1:
itemNumber = 0
spk(items[itemNumber][0])
if event.key == pygame.K_UP:
itemNumber -= 1
if itemNumber < 0:
itemNumber = len(items)-1
spk(items[itemNumber][0])
if event.key == pygame.K_x:
spk("closing menu")
closeMenu = TrueIf that doesn't work then someone more familiar with pygame may have to chime in, either that or i'd have to take some time to install and familiarize myself with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=242980#p242980





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Re: How to create pygame menus

2015-12-17 Thread AudioGames . net ForumDevelopers room : magurp244 via Audiogames-reflector


  


Re: How to create pygame menus

I'm not all that familiar with the pygame event loop, so i'm not entirely sure what may be causing it. I've dug through a few examples so you could try writing it like this:class Menu():
def run(self, items, title):
itemNumber = 0
itemsLength = len(items)
closeMenu = False
spk(title)
spk(items[itemNumber][0])
while closeMenu == False:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_t:
spk(title)
if event.key == pygame.K_RETURN:
return items[itemNumber][1]
if event.key == pygame.K_DOWN:
itemNumber += 1   
if itemNumber > len(items)-1:
itemNumber = 0
spk(items[itemNumber][0])
if event.key == pygame.K_UP:
itemNumber -= 1
if itemNumber < 0:
itemNumber = len(items)-1
spk(items[itemNumber][0])
if event.key == pygame.K_x:
spk("closing menu")
closeMenu = TrueIf that doesn't work then someone more familiar with pygame may have to chime in, either that or i'd have to take some time to install and familiarize myself with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=242980#p242980





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