Re: [Audyssey] Accessible Asteroids (was Game programming educationproject.)

2006-10-31 Thread Ken the Crazy
If you have frequency shifts, there is no need to stagger sounds--just make 
the timbre of the one sound vary--a dark whoosh, a rumble, a lighter 
spraylike sound then the dark whoosh--then a loop and it plays all over 
again--and the frequency shifts will change the quality of the sounds and 
stagger them for you.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Nolan Darilek [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 30, 2006 9:47 AM
Subject: Re: [Audyssey] Accessible Asteroids (was Game programming 
educationproject.)



 On Oct 29, 2006, at 10:22 PM, Thomas Ward wrote:

 start a sound, stop for 500 MS, load another sound, and so on.
 What happens as a result even though the sounds are the same the
 difference in where they are in the play back can make a big
 difference
 in telling to identical objects apart.

 Hmm. Good idea, and it's something I'll ponder adding into my sound
 subsystem for future use. I have a couple concerns with regards to
 this implementation, though. First, as all targets are visible on-
 screen, they're also all audible, although targets at extreme range
 are more difficult to hear. The HUD zooms in the more important/near
 targets, but if I stagger sound loading then some targets won't
 appear for seconds, which means they might be quickly bearing down on
 the player when they're activated. I could activate targets based on
 speed, which may be worth considering. Remains to be seen whether
 this model works as well for others as it does for me, but time and
 playtesting will tell. :)

 The engine also supports dopplering, so in theory, targets already
 have a shifting array of different frequencies based on both their
 random velocities and the velocity of the player, plus an
 exaggeration of the effect to make it more noticeable.

 Good suggestions, though. They may not be useful here, but it's
 always good to have more things in the toolbox as it were. :)

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Re: [Audyssey] Accessible Asteroids (was Game programming educationproject.)

2006-10-30 Thread Phil Vlasak
Hi Nolan,
I found that my Super Dogs Bone Hunt had a similar  problem when all the 
bones made the same sound
as your Asteroids do.
I came up with ten variations on the bell sound at different pitches and 
rates and saved each as a sound file then had the game pick one at random 
for each bone.
Then I determined the distance to each from you and turned off the sound of 
those beyond a certain distance.
 Hope this helps,
Phil
[EMAIL PROTECTED]


- Original Message - 
From: Nolan Darilek [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 29, 2006 5:20 PM
Subject: [Audyssey] Accessible Asteroids (was Game programming 
educationproject.)



 On Oct 29, 2006, at 3:35 PM, AudioGames.net wrote:

 Programming an accessible Asteroids game is one thing, but I'm
 wondering
 about the *design* of an accessible Asteroids game? Did you already
 think
 about that or are you still considering another 'classic' game
 instead? The
 reason I ask is because I'm extremely interested in your project
 *IF* you
 decide to somehow document all design decisions that would make an
 otherwise
 inaccessible video game accessible for the blind (assuming that is
 what you
 mean with 'accessible' of course * ;)


 Barring any unforseen disasters, I'm very close to releasing
 soundclips of my accessible Asteroids-like shooter. I was working on
 it last year, but getting a job pulled me away, then I ran into some
 limitations that a 2-D trig-based engine couldn't resolve, so I went
 fully 3-D with semi-realistic physics. I don't want to get too
 technical, but here's basically how the design works:

 All objects emit sounds, and to aim at/navigate toward asteroids one
 need only follow their positional, dopplering whoosh. To shoot an
 asteroid, the player aims at the sound and the targeting system
 begins to ping, with different tonal qualities conveying different
 meanings. High C means that the target is ahead but not in range, an
 ascending tone indicates that the ship is closing, a descending tone
 indicates evasion, etc. So, to successfully shoot an asteroid, the
 player lines up with it and begins accelerating until the targeting
 system indicates that weapon range has been reached.

 There were a few considerations that complicated the design. At
 higher levels (or even at lower levels at insane difficulty :)
 there may be 30 or more targets in the playing field. As such, the
 asteroid whooshes tended to blend together into one long string of
 white noise. I resolved this partially by implementing what I called
 the audio HUD. Objects attenuate over distance, but it was often
 difficult to pick the most significant targets (I.e. the closest)
 from the noise. The HUD highlights closer objects by increasing what
 OpenAL calls their reference distance, the distance at which an
 object's volume is decreased by half, when they're within a
 configurable range. This made nearer objects become more noticeable,
 but it still posed a problem when there were many near objects. I
 resolved this further by implementing HUD modes, renaming the former
 mode panoramic and adding a second mode, seek and destroy, which
 only highlights the closest object, regardless of range. The result
 was rather interesting--a wall of white noise that shifted and became
 audibly louder in the direction of the closest target. Sounds like it
 might not be much of an improvement, but I found myself able to
 orient and fire onto closer targets by simply paying attention to the
 shifting field and noting louder areas. And this effect was only an
 issue when the ship was in the center of a thick cluster of
 asteroids--not exactly a desirable position in which to find
 yourself. :) Itt'd lessen as I'd shoot my way clear, or as asteroids
 bounced/floated free of the cluster.

 Today I'm working on a collision alert system. Asteroids were zipping
 in and smashing me at extremely high speeds, and taking evasive
 action was proving to be incredibly difficult. My current system adds
 an extra sound to the oncoming target which informs the player of
 both the nature and direction of the threat. Seems to be working
 reasonably well, though I'm not entirely certain that it's as
 accurate as it could be.

 I need to add a few more cues into the sound index, purchase new
 music and figure out the best way to record gameplay on a mac (yes,
 it's cross-platform and OS X is the primary development platform :)
 but with any luck there'll be something up in the next week or two.

 

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Re: [Audyssey] Accessible Asteroids (was Game programming educationproject.)

2006-10-30 Thread Thomas Ward
Hi,
Agreed. I also start the ones nearest the player first, and turn off the 
sounds that are suppose to be out of earshot per say.
A simple timer feature or UpdateSound() function can check all the 
sounds if it is in range and if it is out of range. The ones in range 
can be started while the ones out of range are stopped until needed. 
This might also save in CPU time processing and looping unnecessary effects.


Phil Vlasak wrote:
 Hi Nolan,
 I found that my Super Dogs Bone Hunt had a similar  problem when all the 
 bones made the same sound
 as your Asteroids do.
 I came up with ten variations on the bell sound at different pitches and 
 rates and saved each as a sound file then had the game pick one at random 
 for each bone.
 Then I determined the distance to each from you and turned off the sound of 
 those beyond a certain distance.
  Hope this helps,
 Phil
 [EMAIL PROTECTED]
   


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