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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