Hi. 
It will not be wireless. You might want to read the original email again. Lol. 
Regards. 
Dallas 


On 05/05/2013, at 13:16, "Ron Kolesar" <kolesar16...@roadrunner.com> wrote:

> How much is this wireless headset going to cost us?
> Would it work with say Three-D velosity and other games like the blind 
> software games and the games like aliens in the outback and other BE games?
> Now this would bring us one step closer to maybe a little pain if we could 
> use it with blast chamber.
> To bad we can't get a belt of some type to come with it for that workout 
> while playing that favorite game of yours.
> Don't get hit or shot or fall into one of those deep holes.
> Please get back to me.
> I am using a platronics wirless headset with a boom mic on it for Microsoft 
> flight simulator and the third party voice input program It's Your Plane.
> Man, if we could get this project off of the ground.
> Thanks.
> 
> 
> 
> Ron and current Leader Dog boz who states
> "that a service dog beats a cane paws down any day of the week."
> -----Original Message----- From: Jeremy Kaldobsky
> Sent: Saturday, May 04, 2013 7:33 PM
> To: Gamers Discussion list
> Subject: [Audyssey] Some updates on what I'm up to,since I forget to keep 
> audyssey in the loop.
> 
> Hey guys,
> 
>   I spend most of my time on the audiogames.net forum, and every now and then 
> I'm reminded that I've shared news with them but forgot to post it here as 
> well.  My apologies, people of the audyssey list!  :D  LOL.
> 
>   After my 2.9 patch for Swamp I began working on a new project.  To make a 
> long story short, I learned I was going to need to get a second job in 2 
> months so I wanted to make the most of them.  I officially ended development 
> on Swamp and have dedicated myself to getting some stuff accomplished in the 
> 2 months I have left.  After I get the additional job I will have a lot less 
> time available to work on projects, so I don't know how that will impact my 
> efforts as a game developer.
> 
>   The new project can actually be thought of as 2 separate, but linked, 
> projects.  My new game is going to be an RPG based in the Daytona/Castaways 
> storyline.  It will take place many years after the Daytona game, and you 
> will learn what happened to the leader from the end of the Castaways game.
> 
>   The mouse hardware requirement for Swamp was a terribly unpopular move for 
> a very very long time.  Using the word unpopular may even be an 
> understatement, ROFL!  Well that battle was fought and won, and I feel the 
> audio games community is a better place now that the mouse is an accepted 
> tool for gaming.  This opens up more options for game developers, and that is 
> always a good thing!  Well this RPG is going to follow in those foot steps 
> and require a new piece of hardware.  In a move that will go down in audio 
> games' history as an epic mistake, or as a revolution, my RPG will require 
> players to have a 3D head tracking headset I have named the See Munkey.  (I 
> still crack a smile when I say See Munkey out loud.)  While wearing the 
> headset in the RPG you can simply move your head around to move the head of 
> your in-game character.  This will give a more natural playing experience 
> plus allow you to easily look up or down to get a 3D feeling of your
> surroundings.  To determine the locations of sounds in the real world, we 
> naturally move our heads to see how the sounds will change.  This gives us 
> far more data than we can get from being perfectly still, which is how we 
> normally are in games.  I'm trying to give players that same advantage inside 
> of the game world.
> 
>   Development of this device has burned through 3 weeks, which is more than I 
> planned for.  The good news is that I not only have a working prototype but 
> I've already ordered a shipment of parts to produce 13 more. More detailed 
> information about the "Munkey" will show up once I'm ready to sell them but 
> here are the basics:
> 
>   The device clips on to your existing headphones, or clips on to a plastic 
> headband that comes with it in case you use ear buds instead of headphones.  
> It does not produce sound to replace your headphones, which is a common 
> misconception, but rather tracks the orientation of your head in all 3 axis.  
> This data can be read by games and programs to customize the experience.  
> This is similar to how a game can be designed to receive input from a mouse 
> or a joystick.
> 
>   The device can be used by other developers!  If these do find their way 
> into the hands of many players, it will be a brand new tool for developers. 
> It is my understanding that BGT is already set up to handle serial 
> communications, which means programmers who use BGT will be able to 
> incorporate the headset immediately into their own projects.  Other 
> developers can easily look up how to read and write to the device using 
> serial communication, which will give them the same ability.
> 
>   Games that aren't designed for the headset won't suddenly become 3D when 
> you use it.  This is the same as playing a game that isn't designed to work 
> with a joystick or mouse.  Separate software can be used to map the See 
> Munkey to the mouse or keys though, which means you can have an interesting 
> new way to play even those games.  As an example, Swamp is not designed to 
> use the headset yet I was still able to play using it.  I mapped turning my 
> head to the mouse X-axis, forward to tilting my head down, and backward to 
> tilting my head back.  I didn't do it at the time, but I could have also made 
> tilting my head left or right to perhaps side step, reload my weapon, or 
> toggle the radar.  It wouldn't replace the need for the keyboard, but it was 
> definitely a new playing experience!
> 
> So yeah, that's pretty much what I've been doing lately.
> 
> I'll answer some questions before they're even asked:
> Q: How much will it cost?
> A: The device will be $50 plus between $4 and $8 in shipping, depending on 
> where you live.  Since I haven't shipped any out yet I don't know the exact 
> shipping prices yet.  I'll update that once I've sent out a few and know the 
> exact rates.
> 
> Q: Where will you sell these?
> A: My website will be set up with a special page to sell these once I'm ready 
> to do so.
> 
> Q: Can I pre-order one?
> A: No, I will not accept pre-orders.  I've already had a handful of people 
> ask me about that, but I'm absolutely not comfortable taking anyone's money 
> until I've got the product in my hands to ship out to them.
> 
> Q: What happens if I drop it?
> A: The device is completely encased in hard rubber to make it, hopefully, 
> drop proof.
> 
> Q: What happens if I eat it?
> A: You'll die.  Actually I don't really know that.  My friend Steve isn't 
> being a "team player" so I can't answer this question yet.  The device is 
> about 2.5 inches long, 1 inch wide, and 3/4 inch tall so swallowing it would 
> be difficult but not impossible.  It also has a 6 foot USB cord on it, so I 
> actually think you'd choke on that after getting the thing down.  LOL!
> 
> Q: Will other developers have to pay to use this device in their 
> games/software?
> A: Nope, not at all.  I'm definitely not going to get rich from selling these 
> things, so the entire point is to get a new and useful tool out there for 
> other developers to take advantage of.  This probably isn't the perfect 
> solution to adding 3D to audio games, but it's far better than what we're 
> using already.
> 
> Q: Will this come with a warranty?
> A: I don't know, but probably not.  Most places that give you a warranty are 
> charging everyone extra money to pay for that.  I've cut every corner I could 
> to make these as cheaply as possible, so replacing devices with a warranty 
> would quite literally be money coming out of my own pocket, and I'm far too 
> poor for that!  HAHA!  I do believe I'll at least let people send back broken 
> headsets to I can see if they can be fixed.  I'll feel terrible if someone 
> gets a broken one, which is why I've encased them in hard rubber and am 
> sending them in boxes rated as "indestructable".  I'm pretty sure I could 
> step on this prototype without hurting it, but I'd rather not find out.
> 
> Q: Can I get a cordless version?
> A: Sorry no.  Making this thing cordless would easily double or triple the 
> price.  I searched high and low to get just the right parts to keep this 
> thing affordable, and wireless just didn't work for that.  To give a small 
> idea of how many corners were cut, just ONE of the parts in this thing costs 
> $100 when purchased fully assembled!  I went with off brand, unassembled 
> parts, that had to be calibrated manually and run my own software written 
> from scratch.
> 
> Q: What happens if I buy one and then you build a more advanced version?
> A: I've actually planned for that.  The See Munkey headset is already packed 
> with all of the accelerometers, gyroscopes, magnetometers, processing power, 
> and memory it should ever need.  Writing software that turns all of those 
> sensors into reliable Yaw, Pitch, and Roll data is something groups have 
> invested years into.  I've spend about a week coming up with my own, but I'm 
> sure that will improve quite a bit over time as I work out more complicated 
> math to improve performance.  The headset has already been designed to grow 
> over time in 2 ways, without you needing to replace it with a new device. If 
> I wake up in the middle of the night with some brand new idea for coding the 
> See Munkey, I can release it as a firmware update that anyone can choose to 
> download.  That would improve the performance of your device while still 
> having it work on every game and piece of software that it worked on before. 
> It would just work better!  The other option is for
> developers to output the raw sensor data instead of just the yaw, pitch, and 
> roll.  So lets pretend that a game developer feels he can do a better job 
> arriving at yaw, pitch, and roll than the device naturally does.  In his game 
> he can pull the raw data and use his own set of mathematical equations on it. 
>  For developers who are happy with the results provided by the headset, they 
> can just have their game pull in the 3 processed values.  I like this 
> approach because people are going to come along that are far smarter than I 
> am.  With the ability to read the raw sensor data, they will be able to make 
> the See Munkey perform in ways far beyond what it can do at this exact 
> moment, and yet no one would have to go buy a new one!  Yay!  :D
> 
> Q: What was the third question?
> A: That was asking about pre-orders.  I don't allow pre-orders.
> 
> Q: Does the See Munkey use binural sound to more precicely simulate real life 
> when sounds are around you?
> A: That would be a software thing, and the See Munkey is just hardware.  If a 
> developer is using binural sound in his game or program, then the See Munkey 
> can easily be used to enhance it, but we are talking about 2 different things.
> 
> 
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