Re: Platformer audio cues list
Hmmm, that could work, at least the "a lower pitch reverb means a gap" idea (while higher pitch reverb means a ceiling). Will see if I can get it working today and comment on the results (possibly post a recording if the router decides to behave).I was also
Re: Platformer audio cues list
Hmmm, that could work, at least the "a lower pitch reverb means a gap" idea (while higher pitch reverb means a ceiling). Will see if I can get it working today and comment on the results (possibly post a recording if the router decides to behave).I was also
Re: Platformer audio cues list
Hmmm, that could work, at least the "a lower pitch reverb means a gap" idea (while higher pitch reverb means a ceiling). Will see if I can get it working today and comment on the results (possibly post a recording if the router decides to behave).I was also
Re: Platformer audio cues list
Hmmm, that could work, at least the "a lower pitch reverb means a gap" idea (while higher pitch reverb means a ceiling). Will see if I can get it working today and comment on the results (possibly post a recording if the router decides to behave).I was also
Re: Platformer audio cues list
Hmmm, that could work, at least the "a lower pitch reverb means a gap" idea (while higher pitch reverb means a ceiling). Will see if I can get it working today and comment on the results (possibly post a recording if the router decides to behave).I was also
Re: Platformer audio cues list
OK was trying to upload an OGG of what I have so far but this router is rather unstable... I have to find out a way around that since I'll be stuck with it for a long while.How would reverb work? I did give it a quick consideration before, but I don't know
Re: Platformer audio cues list
CAE_Jones wrote:Most of the 1.5D audio side-scrollers give pits a wind sound, but also have the player's steps change when they get close to the edge (mud, crumbling rocks, squeaky boards, whatever's thematically appropriate).Yeah, I was wondering about maybe
Re: Platformer audio cues list
Well, have been implementing some of these ideas in a simpler variant of the sound engine proposed here. What works fine so far:Footsteps, including pitch variants to indicate slopesUsing reverb to indicate something is under a ceiling (works really well)Bop
Re: Platformer audio cues list
Thought I had replied. The link doesn't work though (the site doesn't... ugh, I hate how unreliable is that server).Anyway, today I was giving it some more thought, were you thinking on something like this?Walking on normal ground makes dusty footstepsWalking
Re: Platformer audio cues list
Well yeah but you're likely to find the one-way floors before the ceilings. In fact, you're guaranteed to, since the game has you start right next to one (to let players know those walls aren't fully solid).magurp244 wrote:Are there objects that can fall on
Re: Platformer audio cues list
When above it I think it's better to just treat them as normal floors (especially since you can't drop off them). The only real issue is when you're below one. Also I just realized this means they'd have the wind sound from the "gaps" at their sides... If I
Re: Platformer audio cues list
Well, decided to just put the list on a proper page (note that it was remade from scratch):http://sik.titandemo.de/audio_clues.htmlFor now the biggest focus should be describing the level layout since that's the hardest part (for objects I can probably come
Re: Platformer audio cues list
Yeah, the panning suggestion I mentioned worked similar to that, except it involved the volume of both speakers instead of just one (note: didn't get to check the recording yet, no sound right now). I guess that using plain volume would be easier, but first
Platformer audio cues list
Warning: heavy abuse of list tree structures (also giant wall of text)OK so, since trying to use a sonar in Sol didn't seem to really work out, I'm trying to think again how to add clues that could make a platformer accessible (at least for later developing a
Platformer audio cues list
Warning: heavy abuse of list tree structures (also giant wall of text)OK so, since trying to use a sonar in Sol didn't seem to really work out, I'm trying to think again how to add clues that could make a platformer accessible (at least for later developing a
Re: Platformer audio cues list
In other words, you ran into just about every single problem I had with the sonar.I like the idea of moving platforms changing their pitch to indicate their direction. Maybe I can make falling platforms go lower pitched and rising platforms go higher pitched.
Re: Platformer audio cues list
In other words, you ran into just about every single problem I had with the sonar.I like the idea of moving platforms changing their pitch to indicate their direction. Maybe I can make falling platforms go lower pitched and rising platforms go higher pitched.
Re: Platformer audio cues list
Spikes don't break... I have the feeling the list tree didn't come out right (or at least it doesn't on some screen readers, despite each entry should be its own line?) Also please let's make the assumption that all sound effects would be 2D where relevant.
Re: Platformer audio cues list
I actually had thought about that idea for the belt before (though good call on using the motor sound for the extremes), no idea if it would work though. I assume the belt would be represented by mechanical sounds (maybe some humming part?), but I wonder
Platformer audio cues list
Warning: heavy abuse of list tree structures (also giant wall of text)OK so, since trying to use a sonar in Sol didn't seem to really work out, I'm trying to think again how to add clues that could make a platformer accessible (at least for later developing a
Re: Audio Interfaces and Systems
Well, implemented the scanning. It honestly sounds as messy as before, but at least it seems to be good enough to prevent it from overloading all other sounds (now I can hear footsteps just fine). Also it removed all the clicking, which is nice. Pits dont
Re: Audio Interfaces and Systems
Double post to bump the thread.Added footsteps using some bass kick I had around that sounds close enough... but its nearly unhearable even after normalizing and leveling, there are simply too many clues making sound around but I dont think I can remove any
Re: Audio Interfaces and Systems
In the end decided Ill just release it as experimental in version 1.2 of my game (clearly marked as such) and then later finish figuring it out. I still want to see how whats currently around fares as well. Today I worked on redoing the menu interface so
Re: Audio Interfaces and Systems
The problem with slopes is that if they arent marked, then suddenly everything changes height and you cant tell why. Thats about as confusing as playing the game without any sort of clue.I think we should stablish some sort of standard regarding what each
Re: Audio Interfaces and Systems
Slopes are not entirely hazard-free since they affect the height of everything else relative to you (suddenly a platform may become higher or lower because you just went through a slope). Also, there should be a way to tell ceilings as well (since you need
Re: Audio Interfaces and Systems
Yep, pretty much.
URL: http://forum.audiogames.net/viewtopic.php?pid=225964#p225964
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Re: Audio Interfaces and Systems
I was referring to clues describing the map layout (objects are pretty much all handled already). I bet a significant amount of the silhouette isnt properly described yet.
URL: http://forum.audiogames.net/viewtopic.php?pid=225861#p225861
Re: Audio Interfaces and Systems
Well at least 3D positioning here works. The problem is more that there arent enough clues to cover everything yet (and some clues are not exactly in the best locations either). So um its maybe playable, could be enough to get through at least one level if
Re: Audio Interfaces and Systems
OK, I need to release a patch to the game because I screwed up some scoring calculation at some point (the feature is being used by a mod and was an addition for 1.1 when the mod wasnt ready yet, so I misguessed massively how it was meant to be calculated),
Re: Audio Interfaces and Systems
http://sik.titandemo.de/.junk/old_sol_sounds.zipOut of those the only one that survived was yupee.ogg. Most were made with a Mega Drive (serious). Also do note that those are less than 44KHz (some 22KHz, most 11KHz) and rely on the sound engines upsampling
Re: Audio Interfaces and Systems
The piercing sound may be the blob of poisonous water near the beginning (that still stands as a problem, thats multiple objects all making sound at the same time)The problem with sound effects is that every time I attempt to make my own, everybody screams
Re: Audio Interfaces and Systems
The volume balance of the objects was completely off after the new algorithm so not surprising, they were barely hearable at all. Now I tweaked them back in. Moreover, now theyre represented by a single point, which indicates the closer part of their
Re: Audio Interfaces and Systems
The volume balance of the objects was completely off after the new algorithm so not surprising, they were barely hearable at all. Now I tweaked them back in. Moreover, now theyre represented by a single point, which indicates the closer part of their
Re: Audio Interfaces and Systems
The volume balance of the objects was completely off after the new algorithm so not surprising, they were barely hearable at all. Now I tweaked them back in. Moreover, now theyre represented by a single point, which indicates the closer part of their
Re: Audio Interfaces and Systems
New attempt:http://sik.titandemo.de/.junk/audio3.oggThis is definitely much better. At least now I can tell apart things even though Im not using headphones. Still needs improvement I suppose, but I want to see if people can start getting an idea of whats
Re: Audio Interfaces and Systems
I dont want to use different tones since thats already used to differentiate the kind of objects and such. I already have enough trouble with four of them (though I may remove one of those as superfluous).Rendering both sides of the screen is important, you
Re: Audio Interfaces and Systems
magurp244 wrote:Whats the difference between a gap and the ceiling, such as when you take floating islands into consideration?Ceiling is a solid chunk above you, gap is a non-solid chunk below you.magurp244 wrote:Would the absense of a slow blinking slope
Re: Audio Interfaces and Systems
I was considering this:Gap = fast blinkSlope = slow blinkCeiling = no blinkI was wondering about how to mark the direction of the slope, but maybe context is enough. Also I need a way to easily mark the boundaries of the level... also what to do if theres a
Re: Audio Interfaces and Systems
Well it means I shouldnt need headphones to hear stereo for sure... so if I cant hear stereo with my sonar it means its stereo is horrible.Later Ill try the corner idea I mentioned earlier, maybe it reduces overload enough to make this feasible. Just a dumb
Re: Audio Interfaces and Systems
magurp244 wrote:Thats... Strange. Do you mean the volume bars are different playing the recorded raw output or playing in the sound engine itself?In Audacity.Note that the UV meters showing different values doesnt mean much, the overload probably kills any
Re: Audio Interfaces and Systems
magurp244 wrote:Thats... Strange. Do you mean the volume bars are different playing the recorded raw output or playing in the sound engine itself?In Audacity.Note that the UV meters showing different values doesnt mean much, the overload probably kills any
Re: Audio Interfaces and Systems
magurp244 wrote:Hmm, the difference in stereo is negligable, its hard to tell where anything is spacially.I have been considering last night to change it again so only the corners of the level are marked (reducing sound overload a lot), but honestly at this
Re: Audio Interfaces and Systems
Two more attempts, and I verified that these two do have panning... although I guess the overload still makes it useless:http://sik.titandemo.de/.junk/audio1.ogghttp://sik.titandemo.de/.junk/audio2.oggSecond attempt was me trying to see if its better
Re: Audio Interfaces and Systems
Two more attempts, and I verified that these two do have panning... although I guess the overload still makes it useless:http://sik.titandemo.de/.junk/audio1.ogghttp://sik.titandemo.de/.junk/audio2.oggSecond attempt was me trying to see if its better
Re: Audio Interfaces and Systems
Still clueless whats going on with the panning. Ugh. But Im thinking the current formula is wrong (no wonder why the initial tests with the smaller viewport seemed to be easier to tell). Also starting to think Ill just have to come up with yet another new
Re: Audio Interfaces and Systems
The game already does the volume thing in both directions (horizontally as a result of panning, and vertically to gimmick the same side effect). The problem is that the pit has too many objects and is indeed close by Also the fact that at last minute I had
Re: Audio Interfaces and Systems
The game already does the volume thing in both directions (horizontally as a result of panning, and vertically to gimmick the same side effect). The problem is that the pit has too many objects and is indeed close by Also the fact that at last minute I had
Re: Audio Interfaces and Systems
The game already does the volume thing in both directions (horizontally as a result of panning, and vertically to gimmick the same side effect). The problem is that the pit has too many objects and is indeed close by Also the fact that at last minute I had
Re: Audio Interfaces and Systems
Yeah theres a pit there if I recall correctly (dangerous stuff has a harsh sound).The most important part is if you can tell where theres a wall and such, although I think that with the last tweaks now it became too weak... Also I need to find out a way to
Re: Audio Interfaces and Systems
OK the recording code is trolling me because it decided to start working out of nowherehttp://sik.titandemo.de/.junk/sonar.oggLater Ill do a proper playthrough recording, and I need to retweak the volume levels and such, but for now this is what is going
Re: Audio Interfaces and Systems
magurp244 wrote:When you say that only the top and bottom lines of each color area are stored, does that mean that for a 64 by 64 image for example, you only calculate the top and bottom rows pitch into the waveform and ignore everything in between, like
Re: Audio Interfaces and Systems
magurp244 wrote:When you say that only the top and bottom lines of each color area are stored, does that mean that for a 64 by 64 image for example, you only calculate the top and bottom rows pitch into the waveform and ignore everything in between, like
Re: Audio Interfaces and Systems
magurp244 wrote:Do you plan on implementing an Audio Renderer? Or adjusting the textures to make it compatible with the vOICe externally?I have the full blown audio renderer already implemented.First the game renders things in a completely different way:
Re: Audio Interfaces and Systems
I think this is relevant to this discussion.Yes, I just went ahead and gave it a try, after a tad of tweaks to the rendering engine to remove as much superfluous information as possible (during the early tests it resembled CrazyBus). Its preliminar work and
Re: Audio Interfaces and Systems
So wait, is this actually a feasible way to play a game?Im honestly skeptical and think that the best thing would be to adapt the interface with proper audio indicators and such, but if that idea or a variant of it (e.g. using panning to indicate horizontal
Re: Audio games in the Web Browser
frastlin wrote:How does initial loading of sounds work? Is it fast? If I have like 500 sounds, will it take ages to load?Initiating 500 connections to the server... um... If you can get it all into a single request its not an issue, but asking for each
Re: Getting arrows to be spoken by screen readers
Well, since I ran out of ideas... any suggestions?For the record, the stuff Im writing is a sequence of keys to enable some cheats but those cheats can also be enabled passing parameters to the command line (which are listed after them and
Re: Getting arrows to be spoken by screen readers
Guh. Now? Fourth paragraph (yeah, always the last one). I dont make any guarantees that I didnt make a mistake writing the HTML though.camlorn wrote:This is part of HTML for all intents and purposes, its just not going to be fully
Re: Getting arrows to be spoken by screen readers
If I have to make an alternative page then it means I failed miserably at accessibility and I deserve any insults that I receive for it.Anyway, came up with another idea. Check the test link again, I added a third paragraph. This time Im
Getting arrows to be spoken by screen readers
Having a problem trying to write something using HTML. In my game you can enable some cheat codes by pressing a sequence of keys at the title screen (more specifically, eight presses of the arrow keys). I planned to show them as, well, arrows,
Re: Getting arrows to be spoken by screen readers
For the record, immediately after posting that I realized I could just put right before the offending section some text warning screen reader users to turn on abbreviation expansion if they have issues (and then make it invisible to visual
Re: How do screen readers work when there's a console and a normal window?
Returning to this thread since Im looking for more information (though I should probably change the name of this thread).Does anybody happen to know anything about UI Automation or Microsoft Active Accessibility? I
Re: How do screen readers work when there's a console and a normal window?
Another advantage of formant synthesis (although I think formats are just the vowels, not sure) that you didnt mention is that voices and languages are decoupled. Voices are just parameters that tweak the way the
Re: How do screen readers work when there's a console and a normal window?
OK, so this is what I have in the game currently:Native mode (SAPI on Windows, Speech-dispatcher on Linux)Clipboard modeStandard output modeIs that good enough?camlorn wrote:the hardest part is, ironically, the
Re: How do screen readers work when there's a console and a normal window?
Yeah I tried to look at those espeak voices but it seems theyre nowhere.Anyway, got SAPI working now (was lucky to find somebody with a working SAPI install immediately), only thing I need to figure out is how to
Re: How do screen readers work when there's a console and a normal window?
OK, before we all keep arguing here: should I just drop voice settings altogether? I mean, it feels weird having a female character speak with a male voice, but should I just leave it at that or what?Also, does
Re: How do screen readers work when there's a console and a normal window?
OK, before we all keep arguing here: should I just drop messing with voice settings altogether (i.e. go with the defaults always)? I mean, it feels weird having a female character speak with a male voice, but should
Re: How do screen readers work when there's a console and a normal window?
OK, before we all keep arguing here: should I just drop messing with voice settings altogether (i.e. go with the defaults always)? I mean, it feels weird having a female character speak with a male voice, but should
Re: How do screen readers work when there's a console and a normal window?
Just to make it clear, by default settings I mean whatever are the current system settings, so e.g. if the user sets the speed to 800 WPM then thatd be the default setting for the program.Also I managed to find the
Re: How do screen readers work when there's a console and a normal window?
Just to make it clear: both console and clipboard output are already implemented (theyre very trivial to program actually, took me like a few minutes each at most), Im just trying to make sure that Im not providing
Re: How do screen readers work when there's a console and a normal window?
Just to make it clear: both console and clipboard output are already implemented (theyre very trivial to program actually, took me like a few minutes each at most), Im just trying to make sure that Im not providing
Re: How do screen readers work when there's a console and a normal window?
Yeah, just found out about espeak (it has a command line tool) and... lets say its just plain horrible, OK?On Linux I found flite instead. It isnt installed by default but I can just make it a dependency (its in the
Re: How do screen readers work when there's a console and a normal window?
Yeah, just found out about espeak (it has a command line tool) and... lets say its just plain horrible, OK?On Linux I found flite instead. It isnt installed by default but I can just make it a dependency (its in the
Re: How do screen readers work when there's a console and a normal window?
OK, so got around implementing speech-dispatch support (which took quite a lot because the documentation indicated how to use the functions but not what library was needed or even the header file, I had to guess
How do screen readers work when there's a console and a normal window?
Hello, new here!I came here to ask a question. Right now trying to make my game accessible to at least the legally blind (through residual vision, fully blind will have to wait since its not easy to adapt), and that
Re: How do screen readers work when there's a console and a normal window?
Well yeah, the problem here is whether they still detect it when it isnt focused (either updating the console itself or writing to the standard output). Take into account that a program can only have a single
Re: How do screen readers work when there's a console and a normal window?
Well yeah, the problem here is whether they still detect it when it isnt focused (either updating the console itself or writing to the standard output). Take into account that a program can only have a single
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