Re: First person spatial audio - Constraints vs freedom

2021-03-15 Thread AudioGames . net ForumDevelopers room : Tangle via Audiogames-reflector


  


Re: First person spatial audio - Constraints vs freedom

Thanks for all the input! This is really helpful.I have played some, and watched quite a few videos of people playing audio games and it's been informative, but sometimes I find it hard to follow what's going on when I'm not aware of the player input. I kind of have to experience it first hand.About blind players simply being better... Yes, I did miss that at first, but picked up on it when researching audio games. I appreciate that you bring it up because it's an important point. But like I said in my original post, this is a small project. I'm making it for myself first so I can play and appreciate it and learn from it. I don't have any illusions that I'm doing audio game players a service right now.My possibly unrealistic ambition here is to make a little demo where you can walk around in an environment at your own pace, talk to NPC's and interact with objects. I'd like to be able to hand it someone who has never tried audiogames and while they will probably struggle at first they can play through the experience and focus on the narrative or puzzles and not just the challenge of navigation using spatial audio. I don't want the lack of graphics to feel like a gimmick.I am definitely taking on board what you're saying about making games for both blind and sighted players rather than trying to make a unified experience that is worse for both. This project will be limited by that exact compromise, but I'm hoping that the experience will make me more equipped to make accessible games in the future, or potentially even collaborate on an audio game with someone blind and experienced with it. But assuming it's even feasible to make a mainstream-friendly audio game, this could just be a distracting rabbit hole and I'd be better served focusing on what I know.That aside, I have to try out some of the suggested games and process all the great insights before I get a feel for what degrees of freedom and constraints I'd want to experiment with. I have time to consider whether it's a fools errand.If anyone is curious, I use Unity and I've been learning Audiokinetic's Wwise audio middleware. Unfortunately I'm working a lot right now so I'm mostly just game jamming and tinkering on the side.

URL: https://forum.audiogames.net/post/623105/#p623105




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First person spatial audio - Constraints vs freedom

2021-03-15 Thread AudioGames . net ForumDevelopers room : Tangle via Audiogames-reflector


  


First person spatial audio - Constraints vs freedom

I've been experimenting a little with first person spatial audio. Just a small hobby project, but I'm trying to make exploration and navigating and interacting with the world as obvious and approachable as possible to untrained ears of sighted people like me.I've wondered if it would be helpful to constrain the player movement to grids or nodes, and the turning so you snap to facing one of 4 or 8 directions. I can imagine a lot of benefits to limitations, but I'm having some doubts. Waypoints can make it easier to form a mental map of the space as a network of nodes. A grid would be similarly helpful. But maybe it's more useful being able to walk around freely and probe the edges of the environment or changes in surface. Or repositioning slightly to "triangulate" the origin of a sound.If you're only ever facing cardinal directions or something more granular, you can reliably turn exactly as much as you want and not over- or undershoot. But again, turning slightly might be useful for locating sounds and there's lots of ways to implement audio landmarks or a compass. Maybe all you need is to make it really clear when you're facing an object directly with cues.Of course the environments and objects will have to be laid out to suit the approach. If movement is constrained to cardinal directions, paths and corridors will also have to match. If turning is limited, then objects and connections to other nodes must be arranged appropriately around each node.I definitely need to try more audio games where you navigate with spatial audio, and prototype more as well. But I'd love to hear some insights or opinions on this to give me a head start.

URL: https://forum.audiogames.net/post/622892/#p622892




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