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. :) > > _______________________________________________ > 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. > > > -- > No virus found in this incoming message. > Checked by AVG Free Edition. > Version: 7.1.409 / Virus Database: 268.13.20/508 - Release Date: > 10/31/2006 > > _______________________________________________ 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.