Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-11 Thread shaun everiss

I am just saying as an example tom
At 08:36 p.m. 8/03/2011, you wrote:

Hi Shaun,

Ummm...Philips products are not .NET based. Why would he put it on his site?


On 3/6/11, shaun everiss sm.ever...@gmail.com wrote:
 phil.
 Direct links to the installers or redist packages or both dotnet and
 other components should be present on the site.
 I have all requirements though.

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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-11 Thread shaun everiss

aah thanks for clarifying that.
At 01:09 a.m. 9/03/2011, you wrote:

Hi Shaun,

The issue with SFML crashing on exit had nothing to do with OpenAL
though. That is a bug in sfml-window.dll, and for reasons no one has
figured out it conflicts with some Windows XP vidio drivers.  However,
it works perfectly fine on the same system using Linux, and Mac OS
users haven't seen this bug either.

As for the 3d panning I explained that in a prior e-mail as well.
Basically, I was using sfml-audio.dll which was a middleware wrapper
for OpenAL. Unfortunately, sfml-audio, while decent for most uses,
doesn't completely expose the OpenAL API so someone can't just add a
pan control using SFML. However, if youwrite your own pan control for
OpenAL directly then I'm pretty sure it wouldn't be too bad.

HTH


On 3/7/11, shaun everiss sm.ever...@gmail.com wrote:
 WELL i PLAYED A BETA OF MOTA  WHERE SFML KEPT CRASHING ON EXIT.
 aS FAR AS i COULD SEE THE 3D PAN CONTROL WAS A BIT WEIRD, BUT FOR THE
 MOST PART SOUND WAS QUITE GOOD.
 iTS NOT AS SMOOTH AS DIRECT SOUND.
 iN SERTAIN SITUATIONS WITH SOME SOUNDCARDS LIKE IN THE GAME TEAM,
 OPENAL WILL NOT INITIALISE AT ALL.
 tHOUGH i SUSPECT THIS IS THE IMPLIMENTATION AS IN MOTA IT DID.

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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-11 Thread Thomas Ward
Hi Philip,

Philip wrote:

In my upcoming game, for instance, there is a patch of quicksand that you cannot
jump across. You can attempt to run over it, but there is a very high
risk that you
will get stuck and die. Right next to it is a swinging vine that you
have to catch
but that alone doesn't cary you over the quicksand either, even if you
jump to the
right when the vine is swinging as far to the right as it can go.
Instead you need
to climb up the vine, above which is a branch that you can climb on
and then catch
another vine which is just to the right of the quicksand to climb down
again. That,
to me, is a perfectly logical puzzle and my game will be full of those.

My reply:

Well, that sounds pretty fair to me. It is certainly better than the
usual traps like simply jumping over a trap. This requires a little
logic to solve which I'm certainly eager to see. So I'm certainly
eager to try your new game once it is ready to test/play.

Philip wrote:

Again, personal preference must be the final judge as you say. And I
think that it
is a good thing that we have vastly different approaches, as we will
end up making
two vastly different sidescrollers.

My reply:

Agreed. If nothing else I think we both have learned that different
opinions about things like this is good for everyone. That means even
though we both might be producing side-scrollers the way we approach
different things like traps means we will produce two completely
unique products. That's exactly what the VI gaming community needs.
For far too long it seamed like every other game release was another
Space Invaders clone/knock-off and I really got burned out on playing
them. So I am glad that we are at least beginning to open up the
side-scroller/platformer  style of games for the VI community which up
until now has been pretty much limited to Super Liam, Tarzan Junior,
Hunter, etc.  Now, though, as we have discussed we really can explore
it to its fullest, and see where it leads.

Cheers!

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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-09 Thread Philip Bennefall

Hi Thomas,

Speaking of puzzles. You mention things like pushing a certain switch to 
unlock a door in another room, but I don't really see that as a puzzle. I 
see that more as a random action that just happens to do something. I mean, 
there is no logic that explains why this switch should or should not open 
that particular door. Do you see where I'm coming from? In other words you 
would not be able to figure it out with an intelligent process of deduction, 
you would have to try things at random to see what happens or be told by 
someone else. Puzzles that are in some way connected to what they actually 
do, I would call those proper puzzles. But just pressing a certain switch 
somewhere has no logical connection with the door in question in my mind.


Another problem with this is the environment setting. My upcoming game is 
set in a jungle, and there would be no logic for me to use switches or 
similar high-tech devices to accomplish things. I could make it so that you 
had to jump on a certain stone to accomplish something but it wouldn't make 
any logical sense, it would just be something you had to do to progress but 
there would be no particular reason for doing so. These kinds of puzzles 
turn me away from a game rather quickly, since if I don't see a reason why I 
have to do something it doesn't really create an enjoyable experience. It 
becomes guesswork rather than gaming.


What are your views on this?

Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 09, 2011 7:45 AM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi Philip,

Philip wrote:

I don't have much trouble navigating in a game such as Monkey Business or 
Shades

of Doom. I just don't find them very interesting, because I spend more
time trying
to figure out where I am going than actually doing things. In my mind,
figuring out
a maze is not enjoyable.

My reply:

Yeah, I understand. This is purely a matter of personal preference. I
happen to like maze games so obviously that genre of game is apealing
to me where you aren't into mazes so it is less enjoyable for you.

Philip wrote:

As for audio games not being as developed as mainstream ones, I think
the reasons
behind that are fairly obvious to both of us. Time, number of
programmers, and money.

My reply:

Yeah, I know. Writing accessible games is a thankless job with too
much work, too little time, and not enough money to do it proper. I
know just creating Mysteries of the Ancients I'm working myself to the
bone trying to create the kind of side-scroller I want to play and it
is not easy. There is just too much work to do with too little time to
do it in. Add to that I'm working on a very slim budget so certain
sounds, voice acting, whatever has to slide until I have the money to
add them.

That said, there are small things we can do to make our games more
like the mainstream counterparts that would greatly improve the game
play in my personal opinion. For example, in a lot of classic Nintendo
adventure games there might be a treasure chest on the floor. It is
locked, and you can't open it without unlocking it. Well, as you look
around the room there might be a button, switch, or pressure plate on
the floor that unlocks the chest. If you jump and land on the
button/pressure plate the chest pops open revealing a bunch of jewls.
You know, something like that doesn't take a lot to program, but I
haven't found really any accessible games begin to explore these types
of game play elements.

Which probably brings me to one more reason why accessible games
aren't as advanced as mainstream games. Most of the VI game developers
have been blind from birth and have no experience playing mainstream
games. They are creating games from a limited background with games in
general. It may not have occurred to them to add in little puzzles
like jump on this or that switch to open the tresure chest or pull
this lever to unlock a door in the next room etc. Yet these kinds of
puzzle elements have been around for years in mainstream games. I
believe this is because most blind game developers hasn't had any
prior experience with mainstream games before they started writing
this or that game.

Philip wrote:

If we had a team of perhaps 30 or 50 programmers working for a full 6
or 12 months
on a title with a few million dollar budget, I am positive that we
would certainly
catch up.

My reply:

No doubt. If I had that kind of time and money I could hire the best
sound engineers, programmers, musicians, and produce something on par
witht he mainstream market. However, like you say that isn't going to
happen so we have to make do with what we got.

Philip wrote:

Until the development stops being a hobby and becomes the full time
activity of a
semi large company dedicated to audio games, we will be standing on
pretty much the
same spot. Sure

Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-09 Thread Kai

Greetings Philip.

You could apply the switch/button concept to your jungle game, too. Say a 
player comes to a stream but is unable to swim. The player might have to 
explore around the stream to find a series of boulders which he/she can push 
into the stream to form a dam or logs to make a bridge.


I tend to agree with Thomas. I love games that have subtle puzzle type 
elements, like finding the right gem that fits into the slot of a statue, 
which reveals a hidden passage that contains a button that you have to hit 
to make a bridge drop down, etc.


Further examples for your jungle game might involve swinging on a vine over 
a crevice to reach a ledge that has a bee hive. You'd have to get wax from 
the hive to use as a medium for making a candle, which one could place in 
one of the sconces in an ancient jungle temple, which when lit would cause 
an event to happen. Furthermore, the player might jump on the altar, causing 
it to drop into the ground, serving as the trigger for a secret door.


Kai


- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 09, 2011 1:24 AM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX



Hi Thomas,

Speaking of puzzles. You mention things like pushing a certain switch to 
unlock a door in another room, but I don't really see that as a puzzle. I 
see that more as a random action that just happens to do something. I 
mean, there is no logic that explains why this switch should or should not 
open that particular door. Do you see where I'm coming from? In other 
words you would not be able to figure it out with an intelligent process 
of deduction, you would have to try things at random to see what happens 
or be told by someone else. Puzzles that are in some way connected to what 
they actually do, I would call those proper puzzles. But just pressing a 
certain switch somewhere has no logical connection with the door in 
question in my mind.


Another problem with this is the environment setting. My upcoming game is 
set in a jungle, and there would be no logic for me to use switches or 
similar high-tech devices to accomplish things. I could make it so that 
you had to jump on a certain stone to accomplish something but it wouldn't 
make any logical sense, it would just be something you had to do to 
progress but there would be no particular reason for doing so. These kinds 
of puzzles turn me away from a game rather quickly, since if I don't see a 
reason why I have to do something it doesn't really create an enjoyable 
experience. It becomes guesswork rather than gaming.


What are your views on this?

Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 09, 2011 7:45 AM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi Philip,

Philip wrote:

I don't have much trouble navigating in a game such as Monkey Business or 
Shades

of Doom. I just don't find them very interesting, because I spend more
time trying
to figure out where I am going than actually doing things. In my mind,
figuring out
a maze is not enjoyable.

My reply:

Yeah, I understand. This is purely a matter of personal preference. I
happen to like maze games so obviously that genre of game is apealing
to me where you aren't into mazes so it is less enjoyable for you.

Philip wrote:

As for audio games not being as developed as mainstream ones, I think
the reasons
behind that are fairly obvious to both of us. Time, number of
programmers, and money.

My reply:

Yeah, I know. Writing accessible games is a thankless job with too
much work, too little time, and not enough money to do it proper. I
know just creating Mysteries of the Ancients I'm working myself to the
bone trying to create the kind of side-scroller I want to play and it
is not easy. There is just too much work to do with too little time to
do it in. Add to that I'm working on a very slim budget so certain
sounds, voice acting, whatever has to slide until I have the money to
add them.

That said, there are small things we can do to make our games more
like the mainstream counterparts that would greatly improve the game
play in my personal opinion. For example, in a lot of classic Nintendo
adventure games there might be a treasure chest on the floor. It is
locked, and you can't open it without unlocking it. Well, as you look
around the room there might be a button, switch, or pressure plate on
the floor that unlocks the chest. If you jump and land on the
button/pressure plate the chest pops open revealing a bunch of jewls.
You know, something like that doesn't take a lot to program, but I
haven't found really any accessible games begin to explore these types
of game play elements.

Which probably brings me to one more reason why accessible games
aren't as advanced as mainstream games. Most of the VI game

Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-09 Thread Philip Bennefall

Hello Kai,

Oh don't get me wrong, I am not at all against subtle puzzles. What I was 
refering to are those puzzles that don't seem to have any logic to them. All 
your examples have some logic, such as pushing rocks into a stream and 
climbing over them. That's something I might certainly do. What I'm talking 
about is pressing something in one room that makes something happen in 
another room for no particular reason. There is a clear purpose for pushing 
rocks into the river and one could figure that out from shere deductive 
reasoning, but what is there to suggest that a switch might make a platform 
fall down somewhere? This is the difference that I'm talking about. Of 
course, as always these are my very personal opinions and only what I enjoy 
as a gamer. If these are the types of puzzles that people want to see I am 
not the one to refuse to add them, but it's not something that I myself 
particularly enjoy.


Kind regards,

Philip Bennefall
- Original Message - 
From: Kai kaixi...@sbcglobal.net

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 09, 2011 10:50 AM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Greetings Philip.

You could apply the switch/button concept to your jungle game, too. Say a
player comes to a stream but is unable to swim. The player might have to
explore around the stream to find a series of boulders which he/she can push
into the stream to form a dam or logs to make a bridge.

I tend to agree with Thomas. I love games that have subtle puzzle type
elements, like finding the right gem that fits into the slot of a statue,
which reveals a hidden passage that contains a button that you have to hit
to make a bridge drop down, etc.

Further examples for your jungle game might involve swinging on a vine over
a crevice to reach a ledge that has a bee hive. You'd have to get wax from
the hive to use as a medium for making a candle, which one could place in
one of the sconces in an ancient jungle temple, which when lit would cause
an event to happen. Furthermore, the player might jump on the altar, causing
it to drop into the ground, serving as the trigger for a secret door.

Kai


- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 09, 2011 1:24 AM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX



Hi Thomas,

Speaking of puzzles. You mention things like pushing a certain switch to
unlock a door in another room, but I don't really see that as a puzzle. I
see that more as a random action that just happens to do something. I
mean, there is no logic that explains why this switch should or should not
open that particular door. Do you see where I'm coming from? In other
words you would not be able to figure it out with an intelligent process
of deduction, you would have to try things at random to see what happens
or be told by someone else. Puzzles that are in some way connected to what
they actually do, I would call those proper puzzles. But just pressing a
certain switch somewhere has no logical connection with the door in
question in my mind.

Another problem with this is the environment setting. My upcoming game is
set in a jungle, and there would be no logic for me to use switches or
similar high-tech devices to accomplish things. I could make it so that
you had to jump on a certain stone to accomplish something but it wouldn't
make any logical sense, it would just be something you had to do to
progress but there would be no particular reason for doing so. These kinds
of puzzles turn me away from a game rather quickly, since if I don't see a
reason why I have to do something it doesn't really create an enjoyable
experience. It becomes guesswork rather than gaming.

What are your views on this?

Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 09, 2011 7:45 AM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi Philip,

Philip wrote:

I don't have much trouble navigating in a game such as Monkey Business or
Shades
of Doom. I just don't find them very interesting, because I spend more
time trying
to figure out where I am going than actually doing things. In my mind,
figuring out
a maze is not enjoyable.

My reply:

Yeah, I understand. This is purely a matter of personal preference. I
happen to like maze games so obviously that genre of game is apealing
to me where you aren't into mazes so it is less enjoyable for you.

Philip wrote:

As for audio games not being as developed as mainstream ones, I think
the reasons
behind that are fairly obvious to both of us. Time, number of
programmers, and money.

My reply:

Yeah, I know. Writing accessible games is a thankless job with too
much work, too little time, and not enough money to do it proper. I
know just creating Mysteries

Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-09 Thread Philip Bennefall

Hi Thomas,

That message summarized things quite neatly. For my own part it isn't that I 
am unable to play games with guesswork, and certainly not due to an 
inability to create them. But your switch versus jungle example perfectly 
illustrates my point. While it might be obvious in this particular case that 
the switch will due the trick, there is no actual logic that says so. And 
that is the whole difference between the tree over the river, and the 
switch. It is very much logical that you might cut down a tree and make it 
fall across the water in order to climb over, where as pressing random 
switches doesn't present the same logic at all. Again, it might be easy 
enough to do but there is no sense in actually doing so.


In my upcoming game, for instance, there is a patch of quicksand that you 
cannot jump across. You can attempt to run over it, but there is a very high 
risk that you will get stuck and die. Right next to it is a swinging vine 
that you have to catch but that alone doesn't cary you over the quicksand 
either, even if you jump to the right when the vine is swinging as far to 
the right as it can go. Instead you need to climb up the vine, above which 
is a branch that you can climb on and then catch another vine which is just 
to the right of the quicksand to climb down again. That, to me, is a 
perfectly logical puzzle and my game will be full of those.


Again, personal preference must be the final judge as you say. And I think 
that it is a good thing that we have vastly different approaches, as we will 
end up making two vastly different sidescrollers. Smile.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 10, 2011 5:36 AM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi Philip,

Well, always as author/creator of the game it is up to you how you
want to create your puzzles. If you think putting a switch or lever in
another room is a bad idea don't do it that way. As I mentioned in my
prior post most of the time the switch, button, etc is in the same
room as the item to unlock.

For example, in Tomb Raider Anniversary one of the first obsticals to
pass is a room filled with poison darts. You can either try and avoid
them, or you can climb up the wall and push a switch which will
disable the dart traps. This is in the same room and a quick
inspection will show that there is a switch high up on the wall. I
don't think it takes too much logic and/or ddeduction to figure out
that a switch high up on the wall most likely disables the dart traps.
Make sense?

In one of the Classic NES games I use to play there were locked
tresure chests scattered around the levels with special items in them.
They weren't particularly hard to open. Usually, there was a green
button in the middle of the room you would jump on and when you did
the lid would pop open on the chests. Little things like that weren't
hard to figure out, but added so much more to the game play for me.

However, I've played plenty of games where the switch, lever, button
wasn't located in the same place. In Tomb Raider Prophecy, for
example, you might be in a room with a locked door. You might have to
run up a staircase, go right, flip the switch, and hurry back to the
dor before it closes again. I'm use to that kind of puzzle element
because I've played lots of games like that.

I certainly agree it doesn't make any logical sense, but it does
require some experimentation, and/or practice to figure it out. In my
opinion that is exactly the kind of thing that makes me play a game
over and over again until I figure it out. The less obvious the puzzle
the harder the game is to figure out and play. I don't like games if
they are too simple or too easy to play.

As far as a jungle environment goes there are a number of things you
can do that is logical and still have some sort of puzzle element in
them. What if you are trying to cross a river filled with hungry
crocodiles. Well, there might be some way to create a makeshift
bridge. There might be a big tree nearby you can cut down to cross the
river, or you can use boulders to create a foot bridge across the
river. Perhaps there is a large tree with a vine on it you have to use
in order to swing across the river. You see, it doesn't have to
necessarily be high tech. Just obsticals etc you have to do a little
thinking to figure out how to resolve.

One puzzle element I've recently encountered in a game is shooting
switches from a distance. For instance, if you are in the jungle and
you have to get from one cliff to another there might be a drawbridge
you have to lower to get to the other side. You might use your bow and
arrow to shoot an arrow across the chasm, hit the switch, and the
drawbridge will fall down.  These kinds of puzzle elements are
becoming quite common in mainstream games, I think make sense, and I'd
personally

Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-08 Thread Philip Bennefall

Hi Thomas,

I know what you mean, and agree with you. But I also feel that it very much 
depends on what types of games you make. You, being a lover of all things 
that is 3d as far as I can gather, probably see it as a much bigger issue 
not being able to take advantage of the fabulous sound that a true 3d 
landscape can give. But personally I tend to produce games that don't 
require 3d at all or can function very well without it. I choose to do this 
as to not force my users to go out and buy additional hardware in order to 
play my game. The community is small enough as it is and sales are sparse, 
and so limiting them even further by having above average hardware 
requirements would be like shooting myself in the foot. I know for a fact 
that I would not personally go out and buy a surround sound setup to play an 
audio game. Being a hobby musician and recording engineer I spend all my 
money on improving my studio, and it'd have to be a pretty darn good game 
that could make me take money away from my next high-end microphone purchase 
to not only pay for the game itself but also to go out and get special 
gaming hardware. If you really wanted to impose the requirement of a full 3d 
setup to play your future games, you should probably have a special stereo 
mode available as well that does not use the 3d simulation features of the 
renderer since I, among others whom I've spoken to, find those a lot harder 
to comprehend when listening as compared to normal stereo.


As for OpenAl, I remember at the time that the thought of silently bundling 
it with my installer didn't even cross my mind. I was not aware that this 
was even possible back then, and so didn't look around for options. Might be 
a good thing that I didn't, though, or I wouldn't have Streemway. Smile.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 08, 2011 8:37 AM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi Philip,

Philip wrote:

How does OpenAl handle 3d simulation with normal headphones? I found
that to be the
main issue with the 3d rendering in DirectSound. It gave a very poor
experience for
those who did not actually have a 5.1 setup which I do not, and I
believe most people
will be using stereo either through headphones or speakers.

My reply:

Well, unfortunately not very well I'm afraid. That's the problem with
FMOD, OpenAL, DirectSound, etc. In order to get high quality 3d
virtual audio you have to have the hardware to do it. Either a set of
5.1 headphones such as I have, or go out and buy yourself a set of 5.1
surround sound speakers. The proper hardware is really a requirement
if you plan to get true 3d virtualization using OpenAL, XAudio2, FMOD,
whatever. Which is really the source of the problem for us as game
developers.

The ggaming technologies are litterally growing by leaps and bounds
and weather you are using Linux, Mac OS, or Windows there are decent
APIs that render pretty realistic 5.1 surround sound. The problem is
that computers don't ship with a set of Creative Labs 5.1 pro gaming
speakers etc so in order to get the kind of speakers you need that is
another $75 to $99 investment which most gamers won't bother paying
for unless they have a need for it which creates a kind of chicken and
egg situation.

Gamers won't buy 5.1 surround sound speakers or headphones because at
present there aren't that many games that really need it. On the other
hand developers such as you and I hesitate to include 5.1 surround
sound in our games because if they don't have the hardware to begin
with there is no reason to bother with it. they won't hear it, and if
anything it won't sound that good on a ordinary set of stereo speakers
or headphones. I don't really know what to do about that myself,
because it seams like a case of darned if you do and darned if you
don't.

Philip wrote:

I did look at OpenAl a few years ago before I decided to have
Streemway developed,
but got discouraged by the fact that it could not be bundled in with the 
game as

far as I could gather at the time.

My reply:

Hmmm..I don't know about that. As far as I know there is no
restriction of bundling OpenAL with your product as long as you
provide a copy of the end user license agreement for it. Plus there
are now two different branches of OpenAL now. there is a copy of
OpenAL, the original version hosted and maintained by Creative Labs,
and another one called OpenAL Soft. OpenAL Soft is the version run on
Linux and Mac OS as their version his being regularly updated, and is
the version I would use for development since it appears to be better
maintained/updated.

As far as redistribution goes I'm not sure what you read to give you
that impression that it can't be bundled with a product. I know with
Linux apps there is a very good reason why they would be seperate
packages/installers because

Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-08 Thread Thomas Ward
Hi Philip,

Philip wrote:

I know what you mean, and agree with you. But I also feel that it very
much depends
on what types of games you make. You, being a lover of all things that
is 3d as far
as I can gather, probably see it as a much bigger issue not being able
to take advantage
of the fabulous sound that a true 3d landscape can give.

My reply:

Very true. I think my love of3d first-person and third-person games
has to do with the fact that by the 1990's I was both sighted and was
playing games like Quake, Doom, Tomb Raider, Jedi Knight, Elite Force,
etc on a regular basis. Quite naturally I got use to that style of
game, and after I lost my sight they happened to be the most
inaccessible from a gaming standpoint. I was very excited when GMA
produced Shades of Doom, because they proved it was possible to create
those kinds of games and make them relatively accessible to a blind
gamer. That's when I really began to seriously think about creating my
own games, because I understood if I didn't do it I doubted many
others would really produce games I would like.

For instance, let's look at Q9 for a moment. Don't get me wrong I like
the game, but it is a bit on the simplistic side from my point of
view. It sort of reminds me of the old walk along beat-m-up arcade
games from the 1980's where you basically walked along beat up a thug,
enemy ninja, alien, whatever and then walked along until the next
enemy appeared. Once and a while there were traps and things like that
to avoid/jump over too. While that style of game isn't bad, many of
them are quite famous, all the same they really went out of fassion in
the late 80's and early 90's. By the mid 90's everything had gone from
the 2d platformers to first-person and third-person and really added a
totally different dimention to gaming. Which was exactly where I was
when I lost my sight.

So you are right. I am especially hit hard by the fact I'm probably
one of the only accessible game developers willing to spend the time
and money on 5.1 surround sound. That doesn't mean my customers are
though which really puts me in something of a bind. I can use a
generic pan control which works for stereo setups, but just doesn't
sound the same and is a tad bit infurior for me since I've put a few
hundred into getting a high quality audio setup for games.

Philip wrote:

I choose to do this as to not force my users to go out and buy
additional hardware
in order to play my game. The community is small enough as it is and
sales are sparse,
and so limiting them even further by having above average hardware
requirements would
be like shooting myself in the foot.

My reply:

Yes, I know. As it happens the Windows release of MOTA 3D which is
still in production currently uses only stereo and 3d for that exact
reason. I realise in order to sell it someone has to have the proper
equipment/hardware and why put extra work into 3d audio if 99% of the
community can't even use it anyway. Plus as has bmentioned DirectSound
and Windows 7 don't exactly get along together and the 3d audio
doesn't work correctly on Win Vista/Windows 7. So I've decided to hold
off on 3d audio until I have access to something like XAudio2. At that
time I'll decide what to do. Probably it will have to offer both
stereo and 3d virtualization depending on the persons setup as you
said.

Cheers!

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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-08 Thread Philip Bennefall

Hi Thomas,

Oh Q9 is definitely simplistic, and that was one of my goals when designing 
it. It was not initially intended to be commercial at all, it was a 
commission from the institute for the blind over here. They wanted a game 
for children aged between 10 and 14, and Q9 was the result. But by the terms 
of my contract I retained all the rights to the production, so I extended 
the game with a bunch of extra levels and a boss etc, and sold it in 
English. But when I started out I did so with the intention of creating a 
simplistic game that someone with no gaming experience whatsoever could just 
pick up and play. And I reached that goal. The game is very simple, while 
still offering some points of interest. My upcoming game, while still a 
sidescroller, is leaps and bounds above Q9 in every respect.


Personally I don't know very much about video games, and since I can't 
really play them (at least not in the same way a sighted person could), I 
don't have any particular interest in them. So while the gaming industry 
might have moved away from platformers, I still very much enjoy them and so 
I will create them. Smile.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 08, 2011 9:46 AM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi Philip,

Philip wrote:

I know what you mean, and agree with you. But I also feel that it very
much depends
on what types of games you make. You, being a lover of all things that
is 3d as far
as I can gather, probably see it as a much bigger issue not being able
to take advantage
of the fabulous sound that a true 3d landscape can give.

My reply:

Very true. I think my love of3d first-person and third-person games
has to do with the fact that by the 1990's I was both sighted and was
playing games like Quake, Doom, Tomb Raider, Jedi Knight, Elite Force,
etc on a regular basis. Quite naturally I got use to that style of
game, and after I lost my sight they happened to be the most
inaccessible from a gaming standpoint. I was very excited when GMA
produced Shades of Doom, because they proved it was possible to create
those kinds of games and make them relatively accessible to a blind
gamer. That's when I really began to seriously think about creating my
own games, because I understood if I didn't do it I doubted many
others would really produce games I would like.

For instance, let's look at Q9 for a moment. Don't get me wrong I like
the game, but it is a bit on the simplistic side from my point of
view. It sort of reminds me of the old walk along beat-m-up arcade
games from the 1980's where you basically walked along beat up a thug,
enemy ninja, alien, whatever and then walked along until the next
enemy appeared. Once and a while there were traps and things like that
to avoid/jump over too. While that style of game isn't bad, many of
them are quite famous, all the same they really went out of fassion in
the late 80's and early 90's. By the mid 90's everything had gone from
the 2d platformers to first-person and third-person and really added a
totally different dimention to gaming. Which was exactly where I was
when I lost my sight.

So you are right. I am especially hit hard by the fact I'm probably
one of the only accessible game developers willing to spend the time
and money on 5.1 surround sound. That doesn't mean my customers are
though which really puts me in something of a bind. I can use a
generic pan control which works for stereo setups, but just doesn't
sound the same and is a tad bit infurior for me since I've put a few
hundred into getting a high quality audio setup for games.

Philip wrote:

I choose to do this as to not force my users to go out and buy
additional hardware
in order to play my game. The community is small enough as it is and
sales are sparse,
and so limiting them even further by having above average hardware
requirements would
be like shooting myself in the foot.

My reply:

Yes, I know. As it happens the Windows release of MOTA 3D which is
still in production currently uses only stereo and 3d for that exact
reason. I realise in order to sell it someone has to have the proper
equipment/hardware and why put extra work into 3d audio if 99% of the
community can't even use it anyway. Plus as has bmentioned DirectSound
and Windows 7 don't exactly get along together and the 3d audio
doesn't work correctly on Win Vista/Windows 7. So I've decided to hold
off on 3d audio until I have access to something like XAudio2. At that
time I'll decide what to do. Probably it will have to offer both
stereo and 3d virtualization depending on the persons setup as you
said.

Cheers! 



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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-08 Thread shaun everiss

WELL i PLAYED A BETA OF MOTA  WHERE SFML KEPT CRASHING ON EXIT.
aS FAR AS i COULD SEE THE 3D PAN CONTROL WAS A BIT WEIRD, BUT FOR THE 
MOST PART SOUND WAS QUITE GOOD.

iTS NOT AS SMOOTH AS DIRECT SOUND.
iN SERTAIN SITUATIONS WITH SOME SOUNDCARDS LIKE IN THE GAME TEAM, 
OPENAL WILL NOT INITIALISE AT ALL.

tHOUGH i SUSPECT THIS IS THE IMPLIMENTATION AS IN MOTA IT DID.
At 10:50 a.m. 8/03/2011, you wrote:

Hi Thomas,

How does OpenAl handle 3d simulation with normal headphones? I found 
that to be the main issue with the 3d rendering in DirectSound. It 
gave a very poor experience for those who did not actually have a 
5.1 setup which I do not, and I believe most people will be using 
stereo either through headphones or speakers. I have not yet tested 
the 3d functions of XAudio2, as I primarily make sidescroller and 
adventure games. Like many others I get easily lost in the full 3d 
fps titles, not so much because I am unable to hear where things are 
located but more because I can never seem to figure out exactly how 
I'm facing and how the passages twist and turn etc, and these have 
only really been 2d games. Add yet another dimention and I have a 
feeling I'd be truly lost. Lol.


I did look at OpenAl a few years ago before I decided to have 
Streemway developed, but got discouraged by the fact that it could 
not be bundled in with the game as far as I could gather at the 
time. The user had to run yet another instalation package which made 
me decide to skip it.


Kind regards,

Philip Bennefall
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 07, 2011 2:07 PM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi,

Yes and no. It is true that OpenAL doesn't come with a stereo pan
control, but I've read a few articles on how to essentually create
your own pan control provided you are wrapping OpenAL directly. Which
I wasn't doing around beta 14/beta 15.

When I was working on betas 14/15 I thought I would try my hand at
using an open source piece of middleware called SFML highly
recommended by a lister. As it turns out SFML is buggy on Windows XP,
and the audio API for SFML doesn't expose the complete OpenAL API.
That meant I had no way to extend OpenAL and add a pan control because
it wasn't accessing it directly. The way to get around that problem is
to write your own middleware like Streemway which wraps OpenAL and you
can add a custom pan control and any custom DSP effects you want.
OpenAL is a fairly decent audio library all things considered and I
think in time with some development and experimentation I can produce
something equal to XAudio2 and Streemway once I have a chanse to write
my own middleware API.

In the mean time I'm still using SFML 1.6 for the Linux versions of my
games and the panning isn't too bad using the 3d audio control. It
just takes a bit of math to try and make it pan cleanly. However,
where it really shines is 5.1 and 7.1 surround sound. Which is mainly
what I need anyway for my FPS games.

HTH

On 3/6/11, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

Also, with OpenAl wouldn't you be suffering from the inferior panning
control? Or rather, the lack of one. Granted XAudio2 doesn't have one
either, but as we've discussed it is perfectly possible to build one that
works exactly as in DirectSound which is what Streemway implements. You
still get all the 3d features, of course, as well as the ability to both use
the provided effects and insert your own dsp code. Streemway exposes these
features, and so will BGT.

Kind regards,

Philip Bennefall



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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-08 Thread Thomas Ward
Hi Shaun,

The issue with SFML crashing on exit had nothing to do with OpenAL
though. That is a bug in sfml-window.dll, and for reasons no one has
figured out it conflicts with some Windows XP vidio drivers.  However,
it works perfectly fine on the same system using Linux, and Mac OS
users haven't seen this bug either.

As for the 3d panning I explained that in a prior e-mail as well.
Basically, I was using sfml-audio.dll which was a middleware wrapper
for OpenAL. Unfortunately, sfml-audio, while decent for most uses,
doesn't completely expose the OpenAL API so someone can't just add a
pan control using SFML. However, if youwrite your own pan control for
OpenAL directly then I'm pretty sure it wouldn't be too bad.

HTH


On 3/7/11, shaun everiss sm.ever...@gmail.com wrote:
 WELL i PLAYED A BETA OF MOTA  WHERE SFML KEPT CRASHING ON EXIT.
 aS FAR AS i COULD SEE THE 3D PAN CONTROL WAS A BIT WEIRD, BUT FOR THE
 MOST PART SOUND WAS QUITE GOOD.
 iTS NOT AS SMOOTH AS DIRECT SOUND.
 iN SERTAIN SITUATIONS WITH SOME SOUNDCARDS LIKE IN THE GAME TEAM,
 OPENAL WILL NOT INITIALISE AT ALL.
 tHOUGH i SUSPECT THIS IS THE IMPLIMENTATION AS IN MOTA IT DID.

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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-08 Thread Philip Bennefall

Hi Thomas,

I don't have much trouble navigating in a game such as Monkey Business or 
Shades of Doom. I just don't find them very interesting, because I spend 
more time trying to figure out where I am going than actually doing things. 
In my mind, figuring out a maze is not enjoyable. Granted my spacial skills 
aren't the best, but this is not the primary reason why I prefer 
sidescrollers.


As for audio games not being as developed as mainstream ones, I think the 
reasons behind that are fairly obvious to both of us. Time, number of 
programmers, and money. If we had a team of perhaps 30 or 50 programmers 
working for a full 6 or 12 months on a title with a few million dollar 
budget, I am positive that we would certainly catch up. But until that 
happens, we are stuck with hobbyists, some of whom without an actual 
company, producing the games. I am currently running Blastbay Studios as a 
full time business and so am making very rapid progress on my new game, but 
at one point or another I am going to seek employment as a full time 
programmer in a regular company. When that happens, there will be very few 
games from Blastbay Studios. I will be on a similar schedule as yourself, 
where game development is only done when I have a few moments free and 
personal matters don't come in the way. Right now I can dedicate all my time 
to product development, and this is exactly my point. Until the development 
stops being a hobby and becomes the full time activity of a semi large 
company dedicated to audio games, we will be standing on pretty much the 
same spot. Sure there will be advances every now and then, but I'm guessing 
we're still roughly 20 years behind the mainstream industry. And I also fear 
that what I stated above will never happen, because there simply is not 
enough money in the community to warrent a large scale business venture. I 
am going to make one last attempt with this game and see if I can have it 
translated into either Japanese or perhaps Mandarin, as I feel that those 
are markets that have not yet been properly tapped into.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 08, 2011 1:52 PM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi Philip,

Philip wrote:

Oh Q9 is definitely simplistic, and that was one of my goals when
designing it. It
was not initially intended to be commercial at all, it was a commission from 
the

institute for the blind over here.

My reply:

Oh, I see. That makes a lot of sense, and explains a lot of the behind
the scenes development of the game.
Philip wrote:

My upcoming game, while still a sidescroller, is
leaps and bounds above Q9 in every respect.

My reply:

That's nice to hear. I can't wait to check it out. Even though
side-scrollers aren't that common any more in the mainstream market I
can remember playing Megaman, Mario, Castlevania, Prince of Persia,
etc all of which had far more depth and complexity than Q9.  Which I'd
like to see games of that quality made accessible.

It isn't that I have anything against side-scrollers, but more the
fact that I can't really get into Hunter, Super Liam, Q9, etc because
they just don't live up to my standards. I can't help but compare them
to the mainstream games of the 80's and 90's I played and
unfortunately there is a lot of things that could make those games
better such as more traps, puzzles, moving platforms, perhaps a 2d
maze to crawl through, timed locks, whatever. There are hundreds of
things I know about that would be simple and easy to add, but haven't
been tried in audio games yet.At least not until MOTA which is sort of
my testbed for making some of these ideas accessible.

Philip wrote:

Personally I don't know very much about video games, and since I can't
really play
them (at least not in the same way a sighted person could), I don't
have any particular
interest in them. So while the gaming industry might have moved away
from platformers,
I still very much enjoy them and so I will create them.

My reply:

Oh, I didn't mean to say I don't like platformers, but more that there
is a big difference in game play between a 2d platformer and a big 3d
first-person game. One of the big differences is that first-person
games generally have more areas to explore, and usually the levels are
laid out as one big maze which I always find fun.

It is kind of funny alot of the VI gamers here on list say they don't
like Shades of Doom and other first-person games because they always
get lost. Its like they missed the entire point which is the levels
are intentionally laid out as a large maze. You are suppose to get
lost and have fun figuring out where to go and what to do. That's
where the replay value comes in because you have to work on the maze
for several hours perhaps days until you understand the layout of the
level and can progress further

Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-08 Thread Hayden Presley
Hi Philip,
PersonallyIdon't have any problems with the mazes per say. My beef is that
there are nine mazes, and the ninth is the only one that really matters. The
other eight could've been 2, 10, 150, or a million and itwould amount to the
same thing.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, March 08, 2011 7:06 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Seamlessly upgrading DirectX

Hi Thomas,

I don't have much trouble navigating in a game such as Monkey Business or 
Shades of Doom. I just don't find them very interesting, because I spend 
more time trying to figure out where I am going than actually doing things. 
In my mind, figuring out a maze is not enjoyable. Granted my spacial skills 
aren't the best, but this is not the primary reason why I prefer 
sidescrollers.

As for audio games not being as developed as mainstream ones, I think the 
reasons behind that are fairly obvious to both of us. Time, number of 
programmers, and money. If we had a team of perhaps 30 or 50 programmers 
working for a full 6 or 12 months on a title with a few million dollar 
budget, I am positive that we would certainly catch up. But until that 
happens, we are stuck with hobbyists, some of whom without an actual 
company, producing the games. I am currently running Blastbay Studios as a 
full time business and so am making very rapid progress on my new game, but 
at one point or another I am going to seek employment as a full time 
programmer in a regular company. When that happens, there will be very few 
games from Blastbay Studios. I will be on a similar schedule as yourself, 
where game development is only done when I have a few moments free and 
personal matters don't come in the way. Right now I can dedicate all my time

to product development, and this is exactly my point. Until the development 
stops being a hobby and becomes the full time activity of a semi large 
company dedicated to audio games, we will be standing on pretty much the 
same spot. Sure there will be advances every now and then, but I'm guessing 
we're still roughly 20 years behind the mainstream industry. And I also fear

that what I stated above will never happen, because there simply is not 
enough money in the community to warrent a large scale business venture. I 
am going to make one last attempt with this game and see if I can have it 
translated into either Japanese or perhaps Mandarin, as I feel that those 
are markets that have not yet been properly tapped into.

Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 08, 2011 1:52 PM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi Philip,

Philip wrote:

Oh Q9 is definitely simplistic, and that was one of my goals when
designing it. It
was not initially intended to be commercial at all, it was a commission from

the
institute for the blind over here.

My reply:

Oh, I see. That makes a lot of sense, and explains a lot of the behind
the scenes development of the game.
Philip wrote:

My upcoming game, while still a sidescroller, is
leaps and bounds above Q9 in every respect.

My reply:

That's nice to hear. I can't wait to check it out. Even though
side-scrollers aren't that common any more in the mainstream market I
can remember playing Megaman, Mario, Castlevania, Prince of Persia,
etc all of which had far more depth and complexity than Q9.  Which I'd
like to see games of that quality made accessible.

It isn't that I have anything against side-scrollers, but more the
fact that I can't really get into Hunter, Super Liam, Q9, etc because
they just don't live up to my standards. I can't help but compare them
to the mainstream games of the 80's and 90's I played and
unfortunately there is a lot of things that could make those games
better such as more traps, puzzles, moving platforms, perhaps a 2d
maze to crawl through, timed locks, whatever. There are hundreds of
things I know about that would be simple and easy to add, but haven't
been tried in audio games yet.At least not until MOTA which is sort of
my testbed for making some of these ideas accessible.

Philip wrote:

Personally I don't know very much about video games, and since I can't
really play
them (at least not in the same way a sighted person could), I don't
have any particular
interest in them. So while the gaming industry might have moved away
from platformers,
I still very much enjoy them and so I will create them.

My reply:

Oh, I didn't mean to say I don't like platformers, but more that there
is a big difference in game play between a 2d platformer and a big 3d
first-person game. One of the big differences is that first-person
games generally have more areas to explore, and usually the levels are
laid out as one big maze which I always find

Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-08 Thread Thomas Ward
Hi Philip,

Philip wrote:

I don't have much trouble navigating in a game such as Monkey Business or Shades
of Doom. I just don't find them very interesting, because I spend more
time trying
to figure out where I am going than actually doing things. In my mind,
figuring out
a maze is not enjoyable.

My reply:

Yeah, I understand. This is purely a matter of personal preference. I
happen to like maze games so obviously that genre of game is apealing
to me where you aren't into mazes so it is less enjoyable for you.

Philip wrote:

As for audio games not being as developed as mainstream ones, I think
the reasons
behind that are fairly obvious to both of us. Time, number of
programmers, and money.

My reply:

Yeah, I know. Writing accessible games is a thankless job with too
much work, too little time, and not enough money to do it proper. I
know just creating Mysteries of the Ancients I'm working myself to the
bone trying to create the kind of side-scroller I want to play and it
is not easy. There is just too much work to do with too little time to
do it in. Add to that I'm working on a very slim budget so certain
sounds, voice acting, whatever has to slide until I have the money to
add them.

That said, there are small things we can do to make our games more
like the mainstream counterparts that would greatly improve the game
play in my personal opinion. For example, in a lot of classic Nintendo
adventure games there might be a treasure chest on the floor. It is
locked, and you can't open it without unlocking it. Well, as you look
around the room there might be a button, switch, or pressure plate on
the floor that unlocks the chest. If you jump and land on the
button/pressure plate the chest pops open revealing a bunch of jewls.
You know, something like that doesn't take a lot to program, but I
haven't found really any accessible games begin to explore these types
of game play elements.

Which probably brings me to one more reason why accessible games
aren't as advanced as mainstream games. Most of the VI game developers
have been blind from birth and have no experience playing mainstream
games. They are creating games from a limited background with games in
general. It may not have occurred to them to add in little puzzles
like jump on this or that switch to open the tresure chest or pull
this lever to unlock a door in the next room etc. Yet these kinds of
puzzle elements have been around for years in mainstream games. I
believe this is because most blind game developers hasn't had any
prior experience with mainstream games before they started writing
this or that game.

Philip wrote:

If we had a team of perhaps 30 or 50 programmers working for a full 6
or 12 months
on a title with a few million dollar budget, I am positive that we
would certainly
catch up.

My reply:

No doubt. If I had that kind of time and money I could hire the best
sound engineers, programmers, musicians, and produce something on par
witht he mainstream market. However, like you say that isn't going to
happen so we have to make do with what we got.

Philip wrote:

Until the development stops being a hobby and becomes the full time
activity of a
semi large company dedicated to audio games, we will be standing on
pretty much the
same spot. Sure there will be advances every now and then, but I'm
guessing we're
still roughly 20 years behind the mainstream industry.

My reply:

Probably. Its hard to gage where we are in terms of the mainstream
developers, because not every accessible game developer is aiming for
high tech or advanced gaming. I know with Mysteries of the Ancients
I'm aming for a game more or less on par with the Tomb Raider
side-scrollers produced in the late 90's for the Nintendo Gameboy. In
fact I've been using Tomb Raider Nightmare Stone and Tomb Raider
Prophecy for ideas here and there as both are side-scrollers and much
of what is in them can be made accessible. So perhaps 15 years behind
the mainstream for a game like MOTA.

Shades of Doom is quite a lot like Dom I and Doom II. The original
doom game came out in 1993 and Doom II came out in 1995. If we use
that as the beginnings of first-person action games for the mainstream
market Shades of Doom puts us at roughly 15 to 18 years behind the
mainstream market in terms of first-person based games alone. So
saying we are about 15 to 20 years behind is probably about right.

Cheers!

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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-07 Thread Thomas Ward
Hi,

Yes and no. It is true that OpenAL doesn't come with a stereo pan
control, but I've read a few articles on how to essentually create
your own pan control provided you are wrapping OpenAL directly. Which
I wasn't doing around beta 14/beta 15.

When I was working on betas 14/15 I thought I would try my hand at
using an open source piece of middleware called SFML highly
recommended by a lister. As it turns out SFML is buggy on Windows XP,
and the audio API for SFML doesn't expose the complete OpenAL API.
That meant I had no way to extend OpenAL and add a pan control because
it wasn't accessing it directly. The way to get around that problem is
to write your own middleware like Streemway which wraps OpenAL and you
can add a custom pan control and any custom DSP effects you want.
OpenAL is a fairly decent audio library all things considered and I
think in time with some development and experimentation I can produce
something equal to XAudio2 and Streemway once I have a chanse to write
my own middleware API.

In the mean time I'm still using SFML 1.6 for the Linux versions of my
games and the panning isn't too bad using the 3d audio control. It
just takes a bit of math to try and make it pan cleanly. However,
where it really shines is 5.1 and 7.1 surround sound. Which is mainly
what I need anyway for my FPS games.

HTH

On 3/6/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 Also, with OpenAl wouldn't you be suffering from the inferior panning
 control? Or rather, the lack of one. Granted XAudio2 doesn't have one
 either, but as we've discussed it is perfectly possible to build one that
 works exactly as in DirectSound which is what Streemway implements. You
 still get all the 3d features, of course, as well as the ability to both use
 the provided effects and insert your own dsp code. Streemway exposes these
 features, and so will BGT.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-07 Thread shaun everiss

phil.
Direct links to the installers or redist packages or both dotnet and 
other components should be present on the site.

I have all requirements though.
At 01:28 a.m. 7/03/2011, you wrote:

Hi all,

I have been following the recent discussions about the best way to 
either automatically upgrade DirectX, or check in the setup program 
whether the necessary components are installed. There seemed to be 
some confusion regarding this, so I spent some time yesterday 
evening researching it. The following article is the result:

http://dl.dropbox.com/u/5121962/DirectX.txt

I would like to know what you all think of my approach, especially 
other developers.


I will include this article as part of the BGT package, probably 
with an example InnoSetup script that sets up the components that 
BGT uses which are XAudio2 from the June2010 SDK, and X3dAudio from 
the February 2010 SDK. These are the latest versions available to date.


Kind regards,

Philip Bennefall
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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-07 Thread Philip Bennefall

Hi Thomas,

How does OpenAl handle 3d simulation with normal headphones? I found that to 
be the main issue with the 3d rendering in DirectSound. It gave a very poor 
experience for those who did not actually have a 5.1 setup which I do not, 
and I believe most people will be using stereo either through headphones or 
speakers. I have not yet tested the 3d functions of XAudio2, as I primarily 
make sidescroller and adventure games. Like many others I get easily lost in 
the full 3d fps titles, not so much because I am unable to hear where things 
are located but more because I can never seem to figure out exactly how I'm 
facing and how the passages twist and turn etc, and these have only really 
been 2d games. Add yet another dimention and I have a feeling I'd be truly 
lost. Lol.


I did look at OpenAl a few years ago before I decided to have Streemway 
developed, but got discouraged by the fact that it could not be bundled in 
with the game as far as I could gather at the time. The user had to run yet 
another instalation package which made me decide to skip it.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 07, 2011 2:07 PM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi,

Yes and no. It is true that OpenAL doesn't come with a stereo pan
control, but I've read a few articles on how to essentually create
your own pan control provided you are wrapping OpenAL directly. Which
I wasn't doing around beta 14/beta 15.

When I was working on betas 14/15 I thought I would try my hand at
using an open source piece of middleware called SFML highly
recommended by a lister. As it turns out SFML is buggy on Windows XP,
and the audio API for SFML doesn't expose the complete OpenAL API.
That meant I had no way to extend OpenAL and add a pan control because
it wasn't accessing it directly. The way to get around that problem is
to write your own middleware like Streemway which wraps OpenAL and you
can add a custom pan control and any custom DSP effects you want.
OpenAL is a fairly decent audio library all things considered and I
think in time with some development and experimentation I can produce
something equal to XAudio2 and Streemway once I have a chanse to write
my own middleware API.

In the mean time I'm still using SFML 1.6 for the Linux versions of my
games and the panning isn't too bad using the 3d audio control. It
just takes a bit of math to try and make it pan cleanly. However,
where it really shines is 5.1 and 7.1 surround sound. Which is mainly
what I need anyway for my FPS games.

HTH

On 3/6/11, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

Also, with OpenAl wouldn't you be suffering from the inferior panning
control? Or rather, the lack of one. Granted XAudio2 doesn't have one
either, but as we've discussed it is perfectly possible to build one that
works exactly as in DirectSound which is what Streemway implements. You
still get all the 3d features, of course, as well as the ability to both 
use

the provided effects and insert your own dsp code. Streemway exposes these
features, and so will BGT.

Kind regards,

Philip Bennefall 



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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-07 Thread Thomas Ward
Hi Shaun,

Ummm...Philips products are not .NET based. Why would he put it on his site?


On 3/6/11, shaun everiss sm.ever...@gmail.com wrote:
 phil.
 Direct links to the installers or redist packages or both dotnet and
 other components should be present on the site.
 I have all requirements though.

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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-07 Thread Thomas Ward
Hi Philip,

Philip wrote:

How does OpenAl handle 3d simulation with normal headphones? I found
that to be the
main issue with the 3d rendering in DirectSound. It gave a very poor
experience for
those who did not actually have a 5.1 setup which I do not, and I
believe most people
will be using stereo either through headphones or speakers.

My reply:

Well, unfortunately not very well I'm afraid. That's the problem with
FMOD, OpenAL, DirectSound, etc. In order to get high quality 3d
virtual audio you have to have the hardware to do it. Either a set of
5.1 headphones such as I have, or go out and buy yourself a set of 5.1
surround sound speakers. The proper hardware is really a requirement
if you plan to get true 3d virtualization using OpenAL, XAudio2, FMOD,
whatever. Which is really the source of the problem for us as game
developers.

The ggaming technologies are litterally growing by leaps and bounds
and weather you are using Linux, Mac OS, or Windows there are decent
APIs that render pretty realistic 5.1 surround sound. The problem is
that computers don't ship with a set of Creative Labs 5.1 pro gaming
speakers etc so in order to get the kind of speakers you need that is
another $75 to $99 investment which most gamers won't bother paying
for unless they have a need for it which creates a kind of chicken and
egg situation.

Gamers won't buy 5.1 surround sound speakers or headphones because at
present there aren't that many games that really need it. On the other
hand developers such as you and I hesitate to include 5.1 surround
sound in our games because if they don't have the hardware to begin
with there is no reason to bother with it. they won't hear it, and if
anything it won't sound that good on a ordinary set of stereo speakers
or headphones. I don't really know what to do about that myself,
because it seams like a case of darned if you do and darned if you
don't.

Philip wrote:

I did look at OpenAl a few years ago before I decided to have
Streemway developed,
but got discouraged by the fact that it could not be bundled in with the game as
far as I could gather at the time.

My reply:

Hmmm..I don't know about that. As far as I know there is no
restriction of bundling OpenAL with your product as long as you
provide a copy of the end user license agreement for it. Plus there
are now two different branches of OpenAL now. there is a copy of
OpenAL, the original version hosted and maintained by Creative Labs,
and another one called OpenAL Soft. OpenAL Soft is the version run on
Linux and Mac OS as their version his being regularly updated, and is
the version I would use for development since it appears to be better
maintained/updated.

As far as redistribution goes I'm not sure what you read to give you
that impression that it can't be bundled with a product. I know with
Linux apps there is a very good reason why they would be seperate
packages/installers because it has to do with how the operating system
is maintained. If you were to install a game using apt-get it would
detect missing components and install them as necessary. For example,
doing
apt-get install mota-1.0-i386.deb
would first initiate a dependency check and if OpenAL-Soft wasn't
installed it would prompt you to install. If you Answer yes it would
go to the Ubuntu or Debian application repository, fetch the necessary
package, install it and then install the game. This is actually one of
the strengths of the Linux deb and rpm package managers because it
takes all the guess work out of figuring out if this or that component
is missing or not. If it is missing it will just install it for
you.This may or may not be what you are talking about.

HTH

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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-06 Thread Shiny protector

Hi,

How did you do that? I mean when I click a dropbox link, I have to download 
the file. But I was not required. How do I make it so people don't have to 
download the file? I mean, could you please tell me?
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 06, 2011 12:28 PM
Subject: [Audyssey] Seamlessly upgrading DirectX



Hi all,

I have been following the recent discussions about the best way to either 
automatically upgrade DirectX, or check in the setup program whether the 
necessary components are installed. There seemed to be some confusion 
regarding this, so I spent some time yesterday evening researching it. The 
following article is the result:

http://dl.dropbox.com/u/5121962/DirectX.txt

I would like to know what you all think of my approach, especially other 
developers.


I will include this article as part of the BGT package, probably with an 
example InnoSetup script that sets up the components that BGT uses which 
are XAudio2 from the June2010 SDK, and X3dAudio from the February 2010 
SDK. These are the latest versions available to date.


Kind regards,

Philip Bennefall
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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-06 Thread Pitermach
Hi, that's a browser dependend thing. for instance, any plain text or html 
file will always just be viewed. they're  small anyway so it isn't a 
problem.
audio files are dependent on your setup. firefox is able to stream most 
audio files. Internet explorer can also do it if windows media player is set 
as the default, but if winamp is installed I find it'll frequently force the 
open command, meaning the browser will download it to a temporary 
directory, and then let winamp open it.
Then there are other files like zips or executables. Those definitely can't 
just be streamed or viewed so you just have to download them.
- Original Message - 
From: Shiny protector muhamme...@googlemail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Sunday, March 06, 2011 1:57 PM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX



Hi,

How did you do that? I mean when I click a dropbox link, I have to 
download the file. But I was not required. How do I make it so people 
don't have to download the file? I mean, could you please tell me?




__ Information from ESET Smart Security, version of virus signature 
database 5266 (20100709) __

The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-06 Thread Shiny Protector
Hi Peter,

Thanks. That helped.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Pitermach
Sent: 06 March 2011 14:37
To: Gamers Discussion list
Subject: Re: [Audyssey] Seamlessly upgrading DirectX

Hi, that's a browser dependend thing. for instance, any plain text or html
file will always just be viewed. they're  small anyway so it isn't a
problem.
audio files are dependent on your setup. firefox is able to stream most
audio files. Internet explorer can also do it if windows media player is set
as the default, but if winamp is installed I find it'll frequently force the
open command, meaning the browser will download it to a temporary
directory, and then let winamp open it.
Then there are other files like zips or executables. Those definitely can't
just be streamed or viewed so you just have to download them.
- Original Message -
From: Shiny protector muhamme...@googlemail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org
Sent: Sunday, March 06, 2011 1:57 PM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


 Hi,

 How did you do that? I mean when I click a dropbox link, I have to 
 download the file. But I was not required. How do I make it so people 
 don't have to download the file? I mean, could you please tell me?
 

__ Information from ESET Smart Security, version of virus signature
database 5266 (20100709) __

The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-06 Thread Philip Bennefall

Hi Shaun,

At least for my own games I will not have links to Microsoft. I much prefer 
including everything into my own installation package and not forcing the 
user to do any kind of manual upgrade. I don't care about the .net wrappers 
or the Direct3d library etc so I have no reason to include these in my own 
titles. In the case of BGT, however, I will include this article along with 
an example on how to set up the silent install with InnoSetup, and each 
individual developer is then free to make his or her own choice as to how 
DirectX should be provided to the end user.


Kind regards,

Philip Bennefall
- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 07, 2011 3:23 AM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


phil.
Direct links to the installers or redist packages or both dotnet and
other components should be present on the site.
I have all requirements though.
At 01:28 a.m. 7/03/2011, you wrote:

Hi all,

I have been following the recent discussions about the best way to
either automatically upgrade DirectX, or check in the setup program
whether the necessary components are installed. There seemed to be
some confusion regarding this, so I spent some time yesterday
evening researching it. The following article is the result:
http://dl.dropbox.com/u/5121962/DirectX.txt

I would like to know what you all think of my approach, especially
other developers.

I will include this article as part of the BGT package, probably
with an example InnoSetup script that sets up the components that
BGT uses which are XAudio2 from the June2010 SDK, and X3dAudio from
the February 2010 SDK. These are the latest versions available to date.

Kind regards,

Philip Bennefall
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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-06 Thread Thomas Ward
Hi Philip,

that was a very good article, and straight to the point. I've
encountered the same issues as you discuss, and at the moment that's
why I host the full DirectX runtime on my website. Still I'd be very
interested in your Inno Setup scripts so I can update
XAudio2, X3D, etc in the background as I'm likely going to be using
those components in the Genesis 3D engine myself in the not too
distant future. Like you I'd rather not have to depend on people
figuring out if they have the right versions of the libraries
installed and just do it. In fact, I need to do this with the Visual
C++ runtimes as well as I'm getting a bit tired of people not having
them and e-mailing support for help when I could just bundle them in
as a silent install.


Cheers!


On 3/6/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi all,

 I have been following the recent discussions about the best way to either
 automatically upgrade DirectX, or check in the setup program whether the
 necessary components are installed. There seemed to be some confusion
 regarding this, so I spent some time yesterday evening researching it. The
 following article is the result:
 http://dl.dropbox.com/u/5121962/DirectX.txt

 I would like to know what you all think of my approach, especially other
 developers.

 I will include this article as part of the BGT package, probably with an
 example InnoSetup script that sets up the components that BGT uses which are
 XAudio2 from the June2010 SDK, and X3dAudio from the February 2010 SDK.
 These are the latest versions available to date.

 Kind regards,

 Philip Bennefall
 ---
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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-06 Thread Philip Bennefall

Hi Thomas,

The link I used to get my initial example is:
http://zetacentauri.com/blog/?p=74

A little out of date in terms of what libraries it uses but still very much 
functional.


The only annoyance was the issue with the license agreement, but since I am 
making a commercial game I have no problem forbidding users to redistribute 
my installer.


All I do for my upcoming game is to add XAudio2 and X3dAudio to my setup and 
that's that. As simple as can be.


Do you plan to write your own XAudio2 wrapper, or were you refering to using 
the updated Streemway?


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 07, 2011 4:33 AM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi Philip,

that was a very good article, and straight to the point. I've
encountered the same issues as you discuss, and at the moment that's
why I host the full DirectX runtime on my website. Still I'd be very
interested in your Inno Setup scripts so I can update
XAudio2, X3D, etc in the background as I'm likely going to be using
those components in the Genesis 3D engine myself in the not too
distant future. Like you I'd rather not have to depend on people
figuring out if they have the right versions of the libraries
installed and just do it. In fact, I need to do this with the Visual
C++ runtimes as well as I'm getting a bit tired of people not having
them and e-mailing support for help when I could just bundle them in
as a silent install.


Cheers!


On 3/6/11, Philip Bennefall phi...@blastbay.com wrote:

Hi all,

I have been following the recent discussions about the best way to either
automatically upgrade DirectX, or check in the setup program whether the
necessary components are installed. There seemed to be some confusion
regarding this, so I spent some time yesterday evening researching it. The
following article is the result:
http://dl.dropbox.com/u/5121962/DirectX.txt

I would like to know what you all think of my approach, especially other
developers.

I will include this article as part of the BGT package, probably with an
example InnoSetup script that sets up the components that BGT uses which 
are

XAudio2 from the June2010 SDK, and X3dAudio from the February 2010 SDK.
These are the latest versions available to date.

Kind regards,

Philip Bennefall
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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-06 Thread Thomas Ward
Hi Philip,

Thanks. Hopefully that will help me get this working with DirectX. I
really need to streamline my installs so that these dependencies get
installed without the end user figuring out if they have the correct
dependencies.

As far as XAudio2 goes I'm planning on upgrading to the new Streemway
when you make it available to me. I'd really hate to write my own
middleware wrapper for it when I'm already a licensed Streemway user.
Although, unfortunately I'm involved in writing my own middleware
wrapper for OpenAL on the Linux side, and since OpenAL is
cross-platform there really isn't any reason I couldn't use that
instead of XAudio2 if I wanted. However, XAudio2 handles memory far
better than OpenAL which is why I'm planning on using XAudio2 for the
Windows engine.

Cheers!

On 3/6/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 The link I used to get my initial example is:
 http://zetacentauri.com/blog/?p=74

 A little out of date in terms of what libraries it uses but still very much
 functional.

 The only annoyance was the issue with the license agreement, but since I am
 making a commercial game I have no problem forbidding users to redistribute
 my installer.

 All I do for my upcoming game is to add XAudio2 and X3dAudio to my setup and
 that's that. As simple as can be.

 Do you plan to write your own XAudio2 wrapper, or were you refering to using
 the updated Streemway?

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-06 Thread Philip Bennefall

Hi Thomas,

Also, with OpenAl wouldn't you be suffering from the inferior panning 
control? Or rather, the lack of one. Granted XAudio2 doesn't have one 
either, but as we've discussed it is perfectly possible to build one that 
works exactly as in DirectSound which is what Streemway implements. You 
still get all the 3d features, of course, as well as the ability to both use 
the provided effects and insert your own dsp code. Streemway exposes these 
features, and so will BGT.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 07, 2011 5:05 AM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi Philip,

Thanks. Hopefully that will help me get this working with DirectX. I
really need to streamline my installs so that these dependencies get
installed without the end user figuring out if they have the correct
dependencies.

As far as XAudio2 goes I'm planning on upgrading to the new Streemway
when you make it available to me. I'd really hate to write my own
middleware wrapper for it when I'm already a licensed Streemway user.
Although, unfortunately I'm involved in writing my own middleware
wrapper for OpenAL on the Linux side, and since OpenAL is
cross-platform there really isn't any reason I couldn't use that
instead of XAudio2 if I wanted. However, XAudio2 handles memory far
better than OpenAL which is why I'm planning on using XAudio2 for the
Windows engine.

Cheers!

On 3/6/11, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

The link I used to get my initial example is:
http://zetacentauri.com/blog/?p=74

A little out of date in terms of what libraries it uses but still very 
much

functional.

The only annoyance was the issue with the license agreement, but since I 
am
making a commercial game I have no problem forbidding users to 
redistribute

my installer.

All I do for my upcoming game is to add XAudio2 and X3dAudio to my setup 
and

that's that. As simple as can be.

Do you plan to write your own XAudio2 wrapper, or were you refering to 
using

the updated Streemway?

Kind regards,

Philip Bennefall 



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