Re: We are developing a fps audio game using 3D sound (HRTF)

2016-10-24 Thread AudioGames . net ForumDevelopers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

It's official guys, Blackspace is finished and ready for download  I'll be making a post in the new releases section in a second with a link to the website where you can download the game, so head over there now!

URL: http://forum.audiogames.net/viewtopic.php?pid=283937#p283937





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-10-12 Thread AudioGames . net ForumDevelopers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Hey guys.Just checking in to let you know that we will be releasing very soon. We have a definite release date of 26 October, although we may be releasing even sooner if possible. We are currently finishing up on level design and I am working on a tutorial level to introduce players to the game. I'm also working on getting the game properly packaged and ready for deployment to all you wonderful people. Can't wait for you guys to play the game! 

URL: http://forum.audiogames.net/viewtopic.php?pid=282584#p282584





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-19 Thread AudioGames . net ForumDevelopers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

I suppose it doesn't really matter where you put the mhr files as long as you give the correct location at hrtf-paths in the alsoft.ini

URL: http://forum.audiogames.net/viewtopic.php?pid=279594#p279594





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-16 Thread AudioGames . net ForumDevelopers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Hi Sanslash.I admit I too had a bit of trouble figuring out if HRTF was indeed working at first. As far as I can tell that info tool doesn't actually seem to work, it still tells me "No HRTFs found". In the end the only way I was able to make absolutely certain that it was working was by querying the HRTF status within my actual program and having it print out to the console. This might be somewhat inconvenient for you if you don't typically write in Java and don't already have the latest LWJGL nightly build but the best I can do is paste you some code to run in your Java IDE of choice which will let you know for certain if you do indeed have HRTF installed.import org.lwjgl.BufferUtils;import org.lwjgl.openal.*;import org.lwjgl.openal.SOFTHRTF;import static org.lwjgl.openal.ALC10.*;import static org.lwjgl.system.MemoryUtil.*;import java.nio.ByteBuffer;import jav
 a.nio.IntBuffer;public class Main {    public static void main(String[] args) {        long device = alcOpenDevice((ByteBuffer) null);        if (device==NULL) {            throw new IllegalStateException("Error: failed to open the default device");        }        ALCCapabilities deviceCaps = ALC.createCapabilities(device);        IntBuffer contextBuf = (IntBuffer) BufferUtils.createIntBuffer(3).put(new int[]{SOFTHRTF.ALC_HRTF_SOFT, ALC_TRUE, 0}).flip();        System.out.println("OpenALC10: " + deviceCaps.OpenALC10);        System.out.println("OpenALC11: " + deviceCaps.OpenALC11);        System.out.println("caps.ALC_EXT_EFX = " + deviceCaps.ALC_EXT_EFX);  &
 nbsp;     System.out.println("\nNum HRTF specifiers = 2: " + (alcGetInteger(device, SOFTHRTF.ALC_NUM_HRTF_SPECIFIERS_SOFT) == 2));        long context = alcCreateContext(device, contextBuf);        alcMakeContextCurrent(context);        System.out.println("Sample rate: " + alcGetString(device, SOFTHRTF.ALC_HRTF_SPECIFIER_SOFT));        int response = alcGetInteger(device, SOFTHRTF.ALC_HRTF_STATUS_SOFT);        System.out.println("HRTF enabled: " + (response == SOFTHRTF.ALC_HRTF_ENABLED_SOFT || response == SOFTHRTF.ALC_HRTF_REQUIRED_SOFT));        System.out.println("HRTF state: 0x" + Integer.toHexString(response)+ "\n");        AL.createCapabilities(deviceCaps);        alcDestroyContext(context);    &
 nbsp;   alcCloseDevice(device);    }}I hope this is helpful.

URL: http://forum.audiogames.net/viewtopic.php?pid=279174#p279174





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-12 Thread AudioGames . net ForumDevelopers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

No problem buddy! Just to update everyone, we are currently working on implementing the last few enemy types to be included in the game. We are aiming to finish with all the engine stuff by the end of this week and then we're just going to be focusing solely on level design. We are also planning to put up a trailer real soon, if not next week then the week after.Cheers folks!

URL: http://forum.audiogames.net/viewtopic.php?pid=278615#p278615





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-07 Thread AudioGames . net ForumDevelopers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

This article explains how you can get HRTF to work in games that use the OpenAL API.

URL: http://forum.audiogames.net/viewtopic.php?pid=278073#p278073





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-07 Thread AudioGames . net ForumDevelopers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

I use LWJGL to access the OpenAL API. The LWJGL forums are very helpful if you want to learn about how to implement HRTF in your projects. This thread helped me get started a couple months back.

URL: http://forum.audiogames.net/viewtopic.php?pid=278072#p278072





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-07 Thread AudioGames . net ForumDevelopers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

The standard OpenAL implementation does not support HRTF as far as I know, but the OpenAL Soft software implementation does. You can download it here. With OpenAL Soft you should be able to enable HRTF in all games that use OpenAL for sound. It's pretty awesome 

URL: http://forum.audiogames.net/viewtopic.php?pid=278070#p278070





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-04 Thread AudioGames . net ForumDevelopers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Hey Ishan, thanks for the warm welcome!We will be using TTS for a lot of the feedback. Stuff like navigating menus and checking how much ammo or health you have left will be dictated to you through TTS. That said we will have a small introductory sequence where there will be a voice over to give some exposition on the 'story' of the game. We're really focusing on game play here though, so don't expect to hear anything that sounds like Ridley Scott wrote it haha.

URL: http://forum.audiogames.net/viewtopic.php?pid=277697#p277697





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-04 Thread AudioGames . net ForumDevelopers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Hey Ishan, thanks for the warm welcome!We will be using TTS for a lot of the feedback. Stuff like navigating menus and checking how much ammo or health you have left will be dictated to you through TTS. That said we will have a small introductory sequence where there will be a voice over to give some exposition on the 'story' of the game. We're really focusing on game play here though, so don't expect to hear anything that sounds like Ridley Scott wrote it or anything haha.

URL: http://forum.audiogames.net/viewtopic.php?pid=277697#p277697





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-03 Thread AudioGames . net ForumDevelopers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Thanks Jones, good question. There are a few rules we follow when designing levels to make navigation as straightforward as possible. Firstly environmental/ambient space station sounds are almost always placed near doors, so that the player should be able to navigate the level fairly easily by simply following these atmospheric sounds. You can hear doors open when you are in range of them, and they close behind you once you have passed through, indicating that you have successfully left that room/passage. The levels are also designed to guarantee a lot of looping back and forth between areas, so if the player is paying attention he/she can easily get a good impression of the layout of the rooms and passages. We also make sure that each individual room or passage is fairly small, so it's not really possible to get hopelessly lost since there's not too much room to get lost in. The game is going more for an arcade-like approach than a strictly realistic one, 
 we don't generally place sounds in rooms just for the effect alone. Chances are if you can hear a sound, it's been strategically placed there to guide you.That said it is possible to get a bit confused at times and find yourself bumping into walls, but the game makes it very clear to you when this is happening by having your character make a recognisable "umph" sound, which I suppose could be considered a virtual cane of sorts. When this does happen, one should simply walk backwards or strafe out of that position and try to re-orientate him or herself.

URL: http://forum.audiogames.net/viewtopic.php?pid=277517#p277517





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-03 Thread AudioGames . net ForumDevelopers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Hi guys! Nice to see we already have a few interested folks!We are planning on releasing a trailer to showcase the game real soon. I'll definitely keep you guys posted and let you know when that's available for listening.The game is being written in Java using LWJGL to access the OpenAL API. The 3D sound simulation is made possible entirely by the HRTF functionality present in the OpenAL Soft implementation. If you've ever listened to that virtual barbershop thing, that's basically the experience you'll get when playing the game. Stuff that's behind you will sound like it's behind you and you won't have much trouble figuring it out since it all seems pretty natural. It's actually pretty cool stuff so do read up on  it here if you're at all interested.I just realised that I never even gave the name of the game haha, it's Blacksp
 ace. Most of the sounds we are using in game have been sampled directly from the original Quake game, as well as a couple sounds downloaded from freesound.org.Keep on posting folks!

URL: http://forum.audiogames.net/viewtopic.php?pid=277512#p277512





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We are developing a fps audio game using 3D sound (HRTF)

2016-09-02 Thread AudioGames . net ForumDevelopers room : CosmicNeanderthal via Audiogames-reflector


  


We are developing a fps audio game using 3D sound (HRTF)

First of all, apologies to all if this is the incorrect place to post this topic, I believed this to be the right place.As the topic says, we are a small team of developers/students from Cape Town South Africa who are currently developing a first person shooter audio game that features fully simulated 3 dimensional sound. The 3D sound capabilities are achieved through the use of the OpenAL Soft implementation of the OpenAL 3D audio API, specifically making use of the HRTF functionality.The game plays much like the original Doom video games developed by id Software in the nineties, although with less emphasis on shooting, and more on exploration of maze-like levels with some horror elements included. The player can move and rotate in any direction on the horizontal plane. That is to say that you can move forwards and backwards and side to side, but you may not look or move up and down.The game is currently in the final stages of development, and we are planning
  to release it some time in mid-October. We will be distributing the game on a donation basis from our dedicated website, which is not yet live at this time. All donations received will go directly to the Cape Town Society for the Blind.We are planning on releasing the game as open-source, and have constructed the game to be as mod friendly as possible. The levels are created in a floor-plan format using text-files, where certain characters represent different objects within the game (e.g '|' = wall, 'Z' = zombie). This means that anyone will quickly and easily be able to create their very own levels and play them, should they wish to do so.Below is a link to the Cape Town Society for the Blind website, as well as my email address if you'd like to contact me directly for whatever reason. Cape Town Society for the Blind: http://ctsb.co.za/My email: jackfor...@gmail.comPlease do let us know wha
 t you think, and watch this space for updates. Oh and feel free to read the cheesy game-play scenario below.  You take on the role of a lone survivor stranded on an abandoned space station where some sort of horribly catastrophic event has taken place, resulting in the deaths of all other personnel. You must navigate your way through the labyrinthine hallways of the space station, searching for key cards and fighting off all manner of foul creatures, in order to reach the last remaining escape pod. Armed with your trusty shotgun, you are ready to do what it takes to survive.

URL: http://forum.audiogames.net/viewtopic.php?pid=277394#p277394





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