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

2006-10-30 Thread Nolan Darilek

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 education project.)

2006-10-30 Thread Thomas Ward
Hi Nolan,
Snip
 First, as all targets are visible on-
screen, they're also all audible, although targets at extreme range
are more difficult to hear.
End Snip

While I see where you are coming from with this what I am doing in my 
asteroids clone is making a large 1000 by1000 grid area of the entire 
asteroid field. Only the sounds for the asteroids with in 100 units of 
the spaceship are autable. The others are stopped until they come in to 
range. This not only cuts down on CPU needed to process the effects it 
also cuts down on the sounds needed to be heard at any given time.
Hth.


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