Sorry, thought I posted the link. It's the same as always, but here it is.
https://dl.dropboxusercontent.com/u/96692612/SoundscapeExplorer.zip
Here's to absent-mindedness...
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, (KenWDowney,) or write me at kenwdow...@me.com .
Crazy Ken
----- Original Message ----- From: "Darren Duff" <duff...@gmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Thursday, May 02, 2013 4:01 PM
Subject: Re: [Audyssey] SoundScape Explorer Update


Where can we download this please?

-----Original Message-----
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Ken The
PionEar
Sent: Thursday, May 02, 2013 2:07 PM
To: Gamers Discussion list
Subject: [Audyssey] SoundScape Explorer Update

Well, Alpha 4 is here.
I squished a rather embarrasing bug in which the sounds were totally upside
down. Things that should have been on the left were actually on the right,
and things that should have been in front of you sounded behind you.
Also sped up the cars and added four more of them. Now, with just a few
lines of extra code, you could turn this into a 3d version of Road splat... Except that it's funner to just blow everything up lol. By the way, when you
do vanquish all the mobs, you are now told that you won. Kill count is
tracked, but i haven't yet put a key for the player to hear what it is.
The arrow keys work again, but make sure to turn off Jaws first.
The map is more involved than ever, so I'll probably have to write a short
description for the next release. Here are two examples from the map, one
object and one region. It's a plain text file, and is completely
configurable as long as you follow the guidelines. If you add sounds, you'll need to make sure they are PCM signed 16-bit wave files with a sampling rate
of at least 22.05 KHZ.

---
object
This can also be set to region.
mono
Can also be set to stereo, provided that you have two sound files, one of
the left channel and one of the right, or simply two different sounds
representing the same thing, such as two different sounds of birds.
car1
car
Car1 is the generic name of the car. It could also be called Ford or
anything you like. The next line is the name of the sound file.
CarHitsPlayer
Self explanatory
carcrash
Car runs out of hit points and dies
50
car's total hit points at beginning
100
amount of damage it does if it hits the player
2
2
2
Length, width, and height
5
48
50
Positions in 3D space
e
Direction traveling
50
speed
---
region
Can also be set to object
grass
region name
grass
sound file name
0
0
50
44
100
50
These six numbers represent the regions start and end points in all axes.
In the next version, I'll add another flag for what the object should do
after you destroy it. It will either be indestructable, die, or respawn and
move at higher speeds.
Other feedback and additions welcome.
---
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All messages are archived and can be searched and read at
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