Hi Yohandy,

Aha, well that simplifies the right hand, only one noise necessary.

Hmmm, for scrolling notes to be useful I'd assume that they must
scroll a consistent amount of time ahead of the song?  At a guess,
sighted people must see more detailed buttons and have less time to
react to the display as the game difficulty level is increased right?
So assuming that's all true and the Harmonix engine is sensitive to
tempo or has the tempo mapped out for each song, we should in theory
be able to run a bar or a beat ahead for each difficulty just like the
sighted user.  Might need to have someone sighted varify this, we need
to find out the point in a bar that a button is displayed and then the
point in the bar where the note that button is bound too falls, if
that makes sense?  For it to be instinctive in anyone's head I'd
assume there would be a consistent scroll for each difficulty level.
As for the shredders, with a combo of practice mode at 50% and very
widely spaced intervals for our beeps, I reckon we could get it.  As
an experiment I just put some very short beeps roughly in line with
the notes of a John Petrucci solo, and the sequence wasn't too hard to
pick out, especially when I played it back at half the speed.  Wide
intervals are the key here.  Remember that most sighted users probably
memorise or develop muscle memory to a point for their favourite
shreds and tricky licks, so once we know a song well and are just
showing off we can turn the beeps and boops off.

Drums are actually the easiest one to tackle imho.  The obvious
solution in my mind is to have a snare representing a snare, a kick
representing a kick and so on.  To make sure the guide sounds and the
actual kit sound on the song stay very separate to the ear though,
they could use tacky retro almost toy-like drum sounds on purpose.  It
wouldn't sound pretty, but with the volume not too loud it'd be
functional and would always stay distinctive from the kit on the song.

I think if this solution were ever to be implimented, the whole
process of reacting to the scrolling system would be a learning curve
for all of us, because currently our learning method seems to be way
more musical.  Hearing something and delaying it in time is going to
mess with my tiny mind!

Do you have anyone sighted to varify the consistency of the scrolling
system?  The whole question hinges on you understanding a bit about
how to count time signitures too come to think of it, so let me know
if I'm not making sense with the varification question.

Cheers
Scott

On 1/6/10, Yohandy <yohand...@gmail.com> wrote:
> Hello Scott,
> Just so you know, in rhythm games you can strum whichever way you wish. Up
> and down, down only etc, so it should make things a bit easier to figure out
> in that regard. I was also considering beeps for the different buttons, but
> what if we play a song like Malmsteen's Capricy di diablo, which happens to
> be in the game? that guy's a shredding beast. I can't     possibly imagine
> trying to figure out so many beeps in such a short amount of time, remember
> they have to be well in advanced so we have enough time to press the button.
> the equivalent of scrolling notes for sighted users. it'll sound
> something like beep beepbeepbeep beep beep. you'll most likely toss the
> guitar through a windo haha. practice mode on 50% speed should make things
> somewhat easier though if this were to be implemented. oh and we've
> obviously forgotten drums! *groan*
>
>
> ----- Original Message -----
> From: "Scott Chesworth" <scottcheswo...@gmail.com>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Wednesday, January 06, 2010 4:18 PM
> Subject: Re: [Audyssey] Rhythm Game Accessibility
>
>
>>I think the idea here is to get across the most amount of info with
>> the least amount of noise over the top of a good song, right?
>>
>> So, firstly there needs to be a clear distinction between the left and
>> right hand.
>> The right hand seems simple enough, as as far as I know we're only
>> dealing with a down or up strum.  Seeing as down tends to be used more
>> and traditionally marks accents they should probably stand out
>> slightly more than upstrokes.  Peccussive sounds make sense to me for
>> the right hand seeing as we're dealing with rhythm, so perhaps a high
>> short peccussive noise for an upstroke, and a lower one with a bit
>> more oomph could indicate a down.
>>
>> The left hand being less peccussive and more note-based would make
>> sense seeing as there's a wider set of options to express.  I'd
>> suggest a short beep is bound to each button, with widely spread
>> intervals between the choice of note that expresses each button so
>> that those without good relative pitch still have a fair chance of
>> distinguishing a fast sequence.  That doesn't solve chords, because a
>> few short sounds playing at once would be hard to analyse.  Don't
>> really have a solution for that unless Harmonix's engine sees chords
>> as being different from just a set of simultaneous notes if that makes
>> sense.  If it does, it'd give us options.  If it doesn't, I'm stumpt.
>>
>> All the above probably sounds super annoying on paper, but with a
>> volume option for it and the ability to switch it on and off with ease
>> (perhaps in the pause menu if there is one) most VI gamers could
>> probably find a level to suit them.  Remember that most people will
>> turn the thing off once they're comfortable with a song anyway.
>>
>> It's not super eligant, but seems like it could be fairly easy to
>> integrate for them.  Any takers or better suggestions?
>>
>> Scott
>>
>> On 1/6/10, Yohandy <yohand...@gmail.com> wrote:
>>>     yup definitely appreciate that you're willing to speak to them. Now
>>> does
>>> anyone have any idea of a good method harmonix could use for figuring out
>>> the notes? I've been thinking hard but can't come up with an idea that
>>> would
>>> actually work, and not annoy the blind gamer to the point that we simply
>>> never enable the feature and play how we're used to doing it. I'm
>>> thinking
>>> expert difficulty here which the average blind gamer will eventually
>>> tackle,
>>> and it contains     so many notes and chords and such that I'm at a loss
>>> as
>>> to what could be done. There will need to be a way for us to know what
>>> the
>>> notes are in advanced, the different fret combinations, and the strumming
>>> patterns. I'll also send this to Brandon's list and see if anyone has any
>>> ideas.
>>>
>>>
>>> ----- Original Message -----
>>> From: "Scott Chesworth" <scottcheswo...@gmail.com>
>>> To: "Gamers Discussion list" <gamers@audyssey.org>
>>> Sent: Wednesday, January 06, 2010 3:13 PM
>>> Subject: Re: [Audyssey] Rhythm Game Accessibility
>>>
>>>
>>>> No probs Eleanor, thanks for letting us know.  It's actually a good
>>>> thing, gives us more time to get the perfect note to them together.
>>>>
>>>> Cheers
>>>> Scott
>>>>
>>>> On 1/6/10, Eleanor <elea...@7128.com> wrote:
>>>>> Hi Yohandy & Scott - I just found out that the January meeting of the
>>>>> IGDA - Boston chapter, is on January 13th.  Unfortunately, I will not
>>>>> be
>>>>> here on that date and so will have to wait till February to get that
>>>>> message to the Harmonix developer.  Sorry about that - they usually
>>>>> have
>>>>> their meetings a little later in the month than that.
>>>>> Eleanor Robinson
>>>>> 7-128 Software
>>>>>
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