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. :)
___
Gamers mailing list .. Gamers@audyssey.org
To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
any subscription changes via the web.