Re: First person spatial audio - Constraints vs freedom

2021-03-15 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: First person spatial audio - Constraints vs freedom I think that limiting players to a grid can definitely make the understanding of movement and spatial positioning more obvious.I have heard that Undead Assault is an FPS that restricts you to grid movement and turning, though I have

Re: SAPI seems to be laggy

2021-02-23 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: SAPI seems to be laggy @keithwipf1, is the lag you are talking about different than the lag Camlorn is talking about with NVDA and SAPI?If so, can you share a small example of your own code that has the issue?Preferrably a small project that is ready to build, test, and tweak, with

Re: Questions about C#

2021-02-21 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Questions about C# @BoundTo:The easiest thing is to put all the Tolk dlls in the same folder as your .exe file.If you don't like doing that, you can create a config file that sits by your .exe file and tells the .exe file where to find dlls.It must be named with the exact name of the

Re: Questions about C#

2021-02-21 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Questions about C# @BoundTo:The easiest thing is to put all the Tolk dlls in the same folder as your .exe file.If you don't like doing that, you can create a config file that sits by your .exe file and tells the .exe file where to find dlls.It must be named with the exact name of the

Re: SAPI seems to be laggy

2021-02-20 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: SAPI seems to be laggy A Hero's Call passes text to a speech thread, which in turn calls the SAPI or Tolk APIs so that the main game thread never has to wait.I did that because SAPI was laggy, but if I recall correctly it was in terms of single digit milliseconds, not half a second, so

Re: How can I get input using SDL without this strange edit box popping up

2020-09-24 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: How can I get input using SDL without this strange edit box popping up @keithwipf1:Most games want to pay attention to both key down and key up events, as well as remember which keys are currently held.Consider jumping in Super Mario Brothers or Donkey Kong Country.When you press down

Re: How can I get input using SDL without this strange edit box popping up

2020-09-19 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: How can I get input using SDL without this strange edit box popping up @keithwipf1, I have not used SDL, but hopefully there is a way you can get the character inputs for your menus without rendering a textbox.Windows actually sends WM_KEYDOWN, WM_CHAR, and WM_KEYUP messages.The

Re: Using Tolk with C++?

2020-09-06 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Using Tolk with C++? @Ty, you will want to download the pre built binaries, and also clone the repository.Visit https://github.com/dkager/tolkDownload the pre built binaries using the "Latest build from AppVeyor" link, then unzip them.Then use git on the command line to clone the

Re: Generic windows forms accessibility for generic screen readers

2020-04-14 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Generic windows forms accessibility for generic screen readers I just tested with the following code:    public partial class Form1 : Form    {        public Form1()        {            InitializeComponent();            var b = new Button();            b.Text = "Press me";           

Re: Regular Expression: Match X, Not Y

2020-03-28 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Regular _expression_: Match X, Not Y Try this:The ball hits ((?!you).)+It uses the negative lookahead you mentioned.https://www.regular-expressions.info/lookaround.html URL: https://forum.audiogames.net/post/513237/#p513237 -- Audiogames-reflector mailing list

Re: ALure and linker errors

2020-01-22 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: ALure and linker errors @pauliyobo, that is no problem. Send me an email.To be clear, this is just an example I quickly threw together for Lightsome.It is mostly so he could examine my sound API and how I call into OpenTK and the decoders to get everything working together.It is not an

Re: ALure and linker errors

2020-01-22 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: ALure and linker errors Hi sanslash332.I'd rather not share a public link until it is more polished.That said, if you email me I will share the same version I shared with lightsome with you.I can imagine the difficulty of not being a native English speaker.That is why my future

Re: ALure and linker errors

2020-01-22 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: ALure and linker errors Hi lightsome.In C# I use OpenTK to wrap OpenALSoft for HRTF and playback, and NLibsndfile to wrap libsndfile for reding audio formats like ogg, flac, and wav.I use NAudio to read mp3 files, and OpusFileSharp to wrap libOpusFile for reading opus files.If you

Re: Jgt and nvda 2019.3.

2020-01-08 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Jgt and nvda 2019.3. No, the bulk of the codebase remained the same.I haven't altered the code in quite a while, so there was a bit of time just refreshing my memory on how it all works.I don't normally code in python, and had no idea about the differences between python 2 and 3 before

Re: Jgt and nvda 2019.3.

2020-01-08 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Jgt and nvda 2019.3. I've been working on upgrading JGT to support NVDA 2019.3 over the past couple days.It is almost finished. URL: https://forum.audiogames.net/post/491397/#p491397 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: Help with git bash

2020-01-05 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Help with git bash You can create/edit a .bashrc file located here:C:\Users\YourUser\.bashrcYou can put any commands in it that you want to run every time you open git bash.I used it to change my prompt, add some aliases for git, and add some paths to my executable PATH variable.This

Re: Question on how to navigate C++ files with narration

2019-12-09 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Question on how to navigate C++ files with narration Press F12 on a function or variable to go to its definition.Press shift F12 on a function or variable to find all the places that reference it.Press control F to use the find text feature.The find dialog lets you choose to search

Re: Question on how to navigate C++ files with narration

2019-12-09 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Question on how to navigate C++ files with narration Press F12 on a function or variable to go to its definition.Press shift F12 on a function or variable to find all the places that reference it.Press control F to use the find text feature.The find dialog lets you choose to search

Re: Visual studio question

2019-11-20 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Visual studio question If your program is a console application, pressing F5 will launch it in a new window with the debugger attached, then that window will close as soon as the program finishes running.That is often immediately, so might seem like nothing is happening.If you press

Re: A question about the underhood compilers

2019-10-20 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: A question about the underhood compilers Parsing and interpreting a programming language is a complex subject.I have found the book Crafting Interpreters by Robert Nystrom to be a great step by step guide to how this is done.You can read it online for free

Re: NVDA Question

2019-05-30 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: NVDA Question Yeah, sorry about that.Most of the time AHC is able to detect a crash and switch filter keys back to the original settings before closing, but some crashes, or as you say, killing the process, are not detected by it.When you launch it again it is able to detect that it

Re: NVDA Question

2019-05-30 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: NVDA Question Sam is right. It is the repeat keys that are silencing NVDA.There is no way to fix it through the NVDA controller client, though that would be awesome.The sleep mode that others suggested, (accessed with NVDA shift Z on the laptop keyboard layout and NVDA shift S on the

Re: Quite weird problem with a C# code

2019-03-17 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Quite weird problem with a C# code The StreamWriter buffers your writes in memory, and only once a certain amount of data has been written does it actually send it out to the HDD/SSD.You can force it to send it by calling sw.Flush(), or sw.Close().Also, in your code snippet the

Re: Limits on OpenAL sound playback?

2019-03-16 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Limits on OpenAL sound playback? Going back to the original issue of getting an out of memory error:You were probably creating a fresh buffer for every one of your 300 sources and reloading the same sound data into it.Instead you should be using a single buffer for the fence post sound

Re: Limits on OpenAL sound playback?

2019-03-16 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Limits on OpenAL sound playback? Going back to the original issue of getting an out of memory error:You were probably creating a fresh buffer for every one of your 300 sources and reloading the same sound data into it.Instead you should be using a single buffer for the fence post sound

Re: Looking for feedback on rpg I'm making

2018-03-08 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Looking for feedback on rpg I'm making Tolk is a free library that helps you send text to various screen readers or SAPI.It is Windows only, but you could include or exclude it using preprocessor macros that detect if you are building for Windows or Mac.Find it

Re: Clearing the Screen(Or not)

2018-02-20 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Clearing the Screen(Or not) I use Tolk through C# and the .NET Framework for my own game projects.They are able to output to the JAWS screen reader through Tolk.C# can interact with COM objects directly, but in the case of Tolk, Tolk provides a small C# PInvoke wrapper that calls into

Re: Clearing the Screen(Or not)

2018-02-19 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Clearing the Screen(Or not) That should be all you need.Tolk interacts with JAWS through a COM object, and doesn't need an extra dll for it. URL: http://forum.audiogames.net/viewtopic.php?pid=352934#p352934 ___ Audiogames-reflector

Re: Screenreader vs Console

2017-06-22 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Screenreader vs Console Agreed, if you make it in the console then screen readers can already access it.That said, if you are willing to put more thought and effort into it, then you can provide a better experience by creating a custom interface.For instance you can allow players to

Re: Screenreader vs Console

2017-06-22 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Screenreader vs Console Agreed, if you make it in the console then screen readers can already access it.That said, if you are willing to put more thought and effort into it, then you can provide a better experience by creating a custom interface.For instance you can allow players to

Re: I ran into problems with VS 2017's acessability with NVDA

2017-06-02 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: I ran into problems with VS 2017's acessability with NVDA I use Windows forms, but I don't use the toolbox.Dropping buttons and other controls from the toolbox onto the form just creates C# code to perform the work behind the scenes anyway.To get to the code behind for the windows

Re: I ran into problems with VS 2017's acessability with NVDA

2017-06-02 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: I ran into problems with VS 2017's acessability with NVDA I use Windows forms, but I don't use the toolbox.Dropping buttons and other controls from the toolbox onto the form just creates C# code to perform the work behind the scenes anyway.To get to the code behind for the windows

Re: C# question

2017-05-03 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: C# question C# can run on Windows, Linux, Mac OS, iOS, Android, Universal Windows Platform (UWP), and even in Docker.It has supported linux and Mac OS for at least 10 years through the mono project, and iOS and Android through Xamarin for many years as well..NET Core is a new option

Re: C# question

2017-05-03 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: C# question C# can run on Windows, Linux, Mac OS, iOS, Android, Universal Windows Platform (UWP), and even in Docker.It has supported linux and Mac OS for at least 10 years through the mono project, and iOS and Android through Xamarin for many years as well..NET Core is a new option

Re: C# question

2017-05-03 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: C# question C# can run on Windows, Linux, Mac OS, iOS, Android, Universal Windows Platform (UWP), and even in Docker.It has supported linux and Mac OS for at least 10 years through the mono project, and iOS and Android through Xamarin for many years as well..NET Core is a new option

Re: Time to get rid of speed hacking in BGT games!

2016-06-11 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Time to get rid of speed hacking in BGT games! @Sam_Tupy, can you give me a link to the cheat program you tested with?I would like to test for myself, and possibly add a fix for some of my own projects. URL: http://forum.audiogames.net/viewtopic.php?pid=264022#p264022

Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Oculus Rift + 3D sound I haven't used Unity, but I do use C#, the .NET Framework, and Mono.Unity is built on top of Mono, and you might already be using C# inside Unity.Making calls to the Tolk TTS library from C# is not difficult.They have already built a C# wrapper around their

Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Oculus Rift + 3D sound @post 9:It is common for audio platformers and top down games to have key strokes map to specific distances (such as a single tile), but first person games don't always follow this trend.While first person games usually support turning with the keyboard, more

Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Oculus Rift + 3D sound @post 9:It is common for audio platformers and top down games to have key strokes map to specific distances (such as a single tile), but first person games don't always follow this trend.While first person games usually support turning with the keyboard, more

Re: Oculus Rift + 3D sound

2016-05-18 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Oculus Rift + 3D sound Hi Glenn,I am a C# developer working on first person audio games using OpenALSoft, but I have not used Unity 3D or the Rift.I assume that you already have Unity 3D and the Rift working for displaying 3D environments.The basics of 3D sound should follow easily, as

Re: current landscape of audiogame creation tools

2016-05-02 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: current landscape of audiogame creation tools I've emailed you.You can email me at supp...@blindaudiogames.com URL: http://forum.audiogames.net/viewtopic.php?pid=259092#p259092 ___ Audiogames-reflector mailing list

Re: current landscape of audiogame creation tools

2016-05-02 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: current landscape of audiogame creation tools I use C# and .NET for all my game projects and am very happy with it.My new games are using OpenAL Soft for the audio library, though Tactical Battle still uses DirectX.AudioVideoPlayback..NET can be cross platform using mono on linux and

Re: Accessible cross platform development

2016-04-21 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Accessible cross platform development Cool, I'd love to hear how it goes if you get some time to try it.My brother uses a framework called MonoGame to make his games work on Mac, Linux, Windows, iOS, and Android.But I know that Xamarin also has frameworks like monoDroid and monoTouch

Re: Accessible cross platform development

2016-04-21 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Accessible cross platform development Thanks for the correction Craig.That announcement came out a week and a half after my post and was certainly welcome news.Also good to hear that Xamarin is now integrated into Visual Studio since last time I tried Xamarin Studio on windows NVDA

Re: Unity accessibility

2016-03-20 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Unity accessibility Hi Yukio,C# is another option for cross platform development, and in some ways the closest to Unity3D since they both use mono to work on operating systems other than windows.I have made C# apps that run on Windows and Linux because those are the operating systems I

Re: Basic Screen Reader Support in Unity

2016-03-14 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Basic Screen Reader Support in Unity I don't use Unity3D, but understand that it uses Mono under the hood and allows you to use C#.Which platforms are you targetting?The solution will be different for each one and you will probably use pre processor macros to incorporate the correct

Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Let's talk about audiogame development environments What did you think of OpenAL's 3D feature as compared with Bass?Or as compared with your panning engine?I agree panning is disabled when using 3D sounds, but volume adjustments seem to work for me.The 3D sounds already do their own

Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Let's talk about audiogame development environments Yeah 11 years.Most of that was business programming, like desktop and web applications.I've only been doing audio games programming since some time in 2011, so about 4 or 5 years.Game programming certainly has its own set of

Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Let's talk about audiogame development environments Yeah 11 years.Most of that was business programming, like desktop and web applications.I've only been doing audio games programming since some time in 2011, so about 3 or 4 years.Game programming certainly has its own set of

Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Let's talk about audiogame development environments Hi Yukio,It is very interesting to hear about your setup.  Thanks for sharing.I've been very impressed with what I've played of BK3, though I rarely find time for playing games, so I am not especially far in it.I use Visual Studio

Re: Audio HUD for Unity Game Engine

2015-10-07 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Audio HUD for Unity Game Engine I assume the C# I shared would work with Unity for Windows.It certainly works outside of Unity, on Windows.I am certain it will not work for any other platform as the SpeechSynthesizer just wraps a COM object, and COM objects are specific to Windows.You

Re: Getting started with OpenAL

2015-10-06 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Getting started with OpenAL OpenAL is a standard which can have multiple implementations.Your first link goes to OpenAL Soft, which is a cross platform software implementation.The second goes to the Creative Labs implementation, which basically requires your users to have a nice

Re: Free Audio Tracks from Eric Matyas

2015-09-30 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Free Audio Tracks from Eric Matyas Thanks magurp244.Resources like these are always welcome and appreciated. URL: http://forum.audiogames.net/viewtopic.php?pid=233444#p233444 ___ Audiogames-reflector mailing list

Re: Disseration Project on the visually impaired and audio only games

2015-09-29 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Disseration Project on the visually impaired and audio only games I don't know of any books or articles to recommend, but I would suggest playing some of the better made audio games so you can get a first hand experience of what they are like.You should try:Papa Sangre 2, Papa Sangre

Re: Disseration Project on the visually impaired and audio only games

2015-09-29 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Disseration Project on the visually impaired and audio only games I don't know of any books or articles to recommend, but I would suggest playing some of the better made audio games so you can get a first hand experience of what they are like.You should try:Papa Sangre 2, Papa Sangre

Re: Disseration Project on the visually impaired and audio only games

2015-09-29 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Disseration Project on the visually impaired and audio only games I found that academic paper.It is called "Game Audio in Audio Games: Towards a Theory on the Roles and Functions of Sound in Audio Games".Here is the forum thread where the paper was

Re: Visual Studio 2015 released

2015-07-30 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Visual Studio 2015 released I agree with Victorious. It is a bug.Hearing the line numbers for every line and having no way to disable it is terrible behavior.There is an option in the preferences that controls whether or not the line numbers show up visually.Why shouldnt this also

Re: Audio HUD for Unity Game Engine

2015-06-03 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Audio HUD for Unity Game Engine For SAPI in C# you can add a reference to System.Speech under the .NET tab in the add reference dialog.Here is sample code for using it:using System;using System.Collections.Generic;using System.Linq;using System.Speech.Synthesis;namespace SAPIExample{

Re: dotnet mud client: Can it be achieved?

2015-04-22 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: dotnet mud client: Can it be achieved? You said you are getting the welcome message repeated after you send the username.Are you closing and re-opening the TcpClient between requests?This would cause the welcome message to be sent to you again.Instead you should open the TcpClient once

Re: Is Learning 2 Programming languages at once possible?

2015-03-21 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: Is Learning 2 Programming languages at once possible? Basically Visual Studio 2013 Community Edition is free for teams of 5 or smaller whose company does not make more than 1 million dollars a year.That edition is equivalent to the professional edition they used to sell. URL:

Re: developing a kind of radar?

2015-01-07 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: developing a kind of radar? +1 for post 2.An important architectural concept for game programming, and explained very well. URL: http://forum.audiogames.net/viewtopic.php?pid=200106#p200106 ___ Audiogames-reflector mailing list

Re: I'm blind and want to develop a very complex game

2015-01-05 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: I'm blind and want to develop a very complex game Hi Imaginatrix,Lukas said noone has completed one yet, not that noone has attempted one.Everybody wants to make an awesome game, but it is very difficult and very time consuming, much more so than you seem to realize.This doesnt mean

Re: questions on audiogame development

2014-11-23 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: questions on audiogame development Ah, now I see why you want HRTF, just wanted to make sure you arent unnecessarily shooting too far on your first attempt.Though I wonder if the 3D audio in BGT did not use a low pass filter for stuff behind you.Just adding that is probably enough to

Re: questions on audiogame development

2014-11-22 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: questions on audiogame development @Victorious, you mentioned needing full 3D sound, and that meaning you need HRTF.Just to clarify, there are many 3D audio libraries that do provide 3D positioning of sound via panning, volume, and low pass filters for things behind you, but do not

Re: I have a very emportant question for the forum

2014-10-11 Thread AudioGames . net ForumDevelopers room : Ian Reed via Audiogames-reflector
Re: I have a very emportant question for the forum Hey Camlorn,Just curious to know where the legal line is drawn with purchasing and using sounds.For instance, the OP cant just give sounds to anyone because hed be breaking the license.But he could use them in his own game creations