Re: Audio Interfaces and Systems

2015-08-17 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Well, implemented the scanning. It honestly sounds as messy as before, but at least it seems to be good enough to prevent it from overloading all other sounds (now I can hear footsteps just fine). Also it removed all the clicking, which is nice. Pits don't sound anywhere as annoying now, either (made them pulse too just in case). Probably still not good enough but better is better.magurp244 wrote:Anyhoo, what sort of hack did you pull off for the menu's?Originally the game lets you assign the next option for all four directions (meaning the layout is not linear at all, making better use of screen space and looking prettier). This only makes sense when you can see, though. I made the menu code override this behavior in audio mode and always navigate options in a linear manner based on the IDs of each item. Turns out that for the most part they were already in a decent arrangement (I just disab
 led a few buttons that only made sense when using the mouse and that's it), and the left/right actions for changing values are pretty much in place already. The only catch would be toggle buttons then (those want spacebar instead of left/right, so it may be a bit confusing at first, but it's not anywhere as bad as it was before).To put an analogy: I had a pretty website with _javascript_ and such and forced it to degrade to raw semantic HTML.magurp244 wrote:Curious though, how fast paced is the game? Having played the demo there are moments when things attack you, yes, but there also seemed to be many positions where you could stand still safely. It would make sense that players navigating would optimally want to use those moments to get a sweep of the area for information.You really don't want having to stop in those fast paced areas though... (and the viewport isn't really larg
 e enough to cover everything you'd need to know from the next section) I guess those areas still could help a bit though, they already do when you're sighted after all.

URL: http://forum.audiogames.net/viewtopic.php?pid=228214#p228214




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Re: Audio Interfaces and Systems

2015-08-15 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Bleh.. Been busy refactoring audio code. Anyhoo, what sort of hack did you pull off for the menu's?Hm, testing out a sweep system could be a good way to see how viable it might be. Assuming that the other level sounds aren't playing to interfere with the sweep, I think it could work. Curious though, how fast paced is the game? Having played the demo there are moments when things attack you, yes, but there also seemed to be many positions where you could stand still safely. It would make sense that players navigating would optimally want to use those moments to get a sweep of the area for information.

URL: http://forum.audiogames.net/viewtopic.php?pid=228011#p228011




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Re: Audio Interfaces and Systems

2015-08-15 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Double post to bump the thread.Added footsteps using some bass kick I had around that sounds close enough... but it's nearly unhearable even after normalizing and leveling, there are simply too many clues making sound around but I don't think I can remove any more without the level becoming unreadable (it's already problematic as-is).Was wondering to just bite it and turn it more into like a radar that scans from side to side quickly, playing only the clues in the area being scanned (panning would remain to help you figure out the relative position), and hope that it shows information fast enough to not make the game unplayable (you can always just reduce the game speed, but still...). This would rule out the idea of pulses though I imagine? (or at least heavily hamper them)

URL: http://forum.audiogames.net/viewtopic.php?pid=227961#p227961




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Re: Audio Interfaces and Systems

2015-08-12 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

In the end decided I'll just release it as experimental in version 1.2 of my game (clearly marked as such) and then later finish figuring it out. I still want to see how what's currently around fares as well. Today I worked on redoing the menu interface so they work better for people without vision, turns out that a quick hack worked much better than expected (I still need to tweak the menus a bit more but at least they're properly usable now). The only serious issue now is the level editor, but that will have to wait for now.I don't like releasing unfinished features but I have other things to patch too and this is better than nothing for those who don't have any vision, not to mention that I'm not sure if anybody has attempted to adapt a game like this before (except maybe for AudioQuake).

URL: http://forum.audiogames.net/viewtopic.php?pid=227642#p227642




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Re: Audio Interfaces and Systems

2015-08-02 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

I think that having things change pitch would imply a slope, but yeah it could use some additional information. The players footsteps when they walk could really help provide information on the kind of ground their walking on, like slopes, rocks, etc. But thats something to consider later.Listing the current sounds and things to assign them to is a good idea, right now there only seems to be straight on/off blinking, what about including tones that are a more gradual pulse? So you could have Fast Blink, Slow Blink, and Constant Tone, with possibly a Slow Pulse and Fast Pulse, which could help flesh out the number of surfaces that can be represented.One way to let players know about the ceiling or other extensions off screen would be to clamp a square/tone to the edge of the screen, so if a ceiling goes off to the left, the tone for the ceiling would be locked at that point on the left until you reach its edge or opposite endpoint.

URL: http://forum.audiogames.net/viewtopic.php?pid=226261#p226261




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Re: Audio Interfaces and Systems

2015-08-01 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

The problem with slopes is that if they aren't marked, then suddenly everything changes height and you can't tell why. That's about as confusing as playing the game without any sort of clue.I think we should stablish some sort of standard regarding what each kind of tone means (no blink, slow blink, fast blink).Current situation so far if I recall correctly:Floor corners (wall): nothingFloor corners (gap): fast blinkCeiling corners (wall): nothingCeiling corners (gap): no blinkSlopes: slow blinkWe probably need to come up with something that feels more consistent and conveys more useful information. Also there isn't any way to tell when the corners are off-screen (e.g. a ceiling without gaps that goes from the left to the right of the screen, it won't make any sound even though you can't go through it) And I'm not even getting on ot
 her kind of clues like conveyor belts.Any ideas?

URL: http://forum.audiogames.net/viewtopic.php?pid=226217#p226217




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Re: Audio Interfaces and Systems

2015-08-01 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Height is currently represented by pitch at the moment isn't it? If so, then the act of moving up the slope would change the relative pitch of objects near you which could still give the impression of a slope. As for Ceilings, I had considered that the edges of the ceiling could be represented by the same tone as Walls, but that might cause confusion by implying that it can't be passed. Maybe a slower tone perhaps?

URL: http://forum.audiogames.net/viewtopic.php?pid=226182#p226182




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Re: Audio Interfaces and Systems

2015-07-31 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Slopes are not entirely hazard-free since they affect the height of everything else relative to you (suddenly a platform may become higher or lower because you just went through a slope). Also, there should be a way to tell ceilings as well (since you need to be aware that you can't jump beyond them).

URL: http://forum.audiogames.net/viewtopic.php?pid=226080#p226080




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Re: Audio Interfaces and Systems

2015-07-31 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Ah. Maybe you could try representing both flat terrain and slopes as silence as they could be considered a solid path sans obsticals, walls could be represented by a solid tone, edges by a slow blink, and platforms by a fast blink? Or conversely edges by a fast blink and platforms by a slow blink. Judiciously using silence to represent safe movement zones could potentially help highlight more relevant hazards and obsticals.

URL: http://forum.audiogames.net/viewtopic.php?pid=226049#p226049




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Re: Audio Interfaces and Systems

2015-07-30 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Yep, pretty much.

URL: http://forum.audiogames.net/viewtopic.php?pid=225964#p225964




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Re: Audio Interfaces and Systems

2015-07-30 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

What do you mean by clues about the map layout? Do you mean the audio cues/tones describing the terrain?

URL: http://forum.audiogames.net/viewtopic.php?pid=225918#p225918




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Re: Audio Interfaces and Systems

2015-07-29 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

I was referring to clues describing the map layout (objects are pretty much all handled already). I bet a significant amount of the silhouette isn't properly described yet.

URL: http://forum.audiogames.net/viewtopic.php?pid=225861#p225861




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Re: Audio Interfaces and Systems

2015-07-28 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Hmm, well its difficult to say how you'd add additional cues, perhaps using some of your original unused sounds as placeholders? As for where, it would probably be a good idea to focus on the essentials, like information required to get from the beginning to the end. Things like the hammer, health, possibly flags, while useful aren't strictly neccessary compared to navigating hazards like terrain, spikes, acid, pits, and enemies to reach the end goal.

URL: http://forum.audiogames.net/viewtopic.php?pid=225806#p225806




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Re: Audio Interfaces and Systems

2015-07-28 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

OK, I need to release a patch to the game because I screwed up some scoring calculation at some point (the feature is being used by a mod and was an addition for 1.1 when the mod wasn't ready yet, so I misguessed massively how it was meant to be calculated), and to fix minor issues. I was waiting to get this audio mode done first but it's taking longer than I want.What would you prefer?1) Hide audio mode and for now keep it for testers only.2) Allow audio mode, despite the fact it's not 100% usable yet.#2 would be better than nothing, but I don't like the idea of releasing something that isn't ready yet (even if it's explicitly marked as experimental), it could come off as lazy and careless. On the flipside at least it would give me more proper testing than I had so far.

URL: http://forum.audiogames.net/viewtopic.php?pid=225685#p225685




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Re: Audio Interfaces and Systems

2015-07-28 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

That's a difficult choice, I wrestled with the idea of releasing a Non-Stereo version of AudioRTS because in a way I didn't want people to get a bad impression of the game. But at the same time, getting something into their hands to actually try so they could get a feel for it or give feedback I felt was important too. Ultimately i'm not sure if it was the right choice or not.It's really up to you if you feel its ready for more public testing, but if your not sure you can always release it in a later patch.

URL: http://forum.audiogames.net/viewtopic.php?pid=225695#p225695




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Re: Audio Interfaces and Systems

2015-07-28 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Well at least 3D positioning here works. The problem is more that there aren't enough clues to cover everything yet (and some clues are not exactly in the best locations either). So um it's "maybe" playable, could be enough to get through at least one level if you persevere but not a guarantee.Any quick suggestions on how to add clues and where are welcome (as long as they don't require me to create new sound effects, I don't have time for that right now).

URL: http://forum.audiogames.net/viewtopic.php?pid=225740#p225740




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Re: Audio Interfaces and Systems

2015-07-16 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Hmm... There doesn't seem to be anything all that bad about them individually, but it gets me thinking about asthetics. In art circles you generally want to have all of your artwork as the same "style" and pallet so it all meshes together creating a cohesive atmosphere, perhaps thats what people don't like? It might be interesting to try a few test cases.

URL: http://forum.audiogames.net/viewtopic.php?pid=224399#p224399




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Re: Audio Interfaces and Systems

2015-07-16 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Hmm... There doesn't seem to be anything all that bad about them individually, but it gets me thinking about asthetics. In art circles you generally want to have all of your artwork as the same "style" and pallet so it all meshes together creating a cohesive atmosphere, perhaps thats what people don't like? It might be interesting to try a few test cases and see.

URL: http://forum.audiogames.net/viewtopic.php?pid=224399#p224399




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Re: Audio Interfaces and Systems

2015-07-16 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

http://sik.titandemo.de/.junk/old_sol_sounds.zipOut of those the only one that survived was yupee.ogg. Most were made with a Mega Drive (serious). Also do note that those are less than 44KHz (some 22KHz, most 11KHz) and rely on the sound engine's upsampling (which does not do interpolation, giving a less muddly sound).Mind you, people also complain about Project MD's sound effects...

URL: http://forum.audiogames.net/viewtopic.php?pid=224362#p224362




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Re: Audio Interfaces and Systems

2015-07-16 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Eh, this happens to me, too. There's something distinct about professional recordings that people notice right away, so one must either purchase or pirate, most of the time.Occasionally there will be some decent free sounds out there, usually under Creative Commons.

URL: http://forum.audiogames.net/viewtopic.php?pid=224328#p224328




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Re: Audio Interfaces and Systems

2015-07-16 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Eh, this happens to me, too. There's something distinct about professional recordings that people notice right away, so one must either purchase or pirate, most of hte time.Occasionally there will be some decent free sounds out there, usually under Creative Commons.

URL: http://forum.audiogames.net/viewtopic.php?pid=224328#p224328




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Re: Audio Interfaces and Systems

2015-07-15 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

What, really? Could you get a recording or sample of the kinds of sound effects you were using?

URL: http://forum.audiogames.net/viewtopic.php?pid=224301#p224301




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Re: Audio Interfaces and Systems

2015-07-15 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

The piercing sound may be the blob of poisonous water near the beginning  (that still stands as a problem, that's multiple objects all making sound at the same time)The problem with sound effects is that every time I attempt to make my own, everybody screams that they're horrible... (Sol was going to have a completely different set of sound effects before an overhaul at last minute)

URL: http://forum.audiogames.net/viewtopic.php?pid=224294#p224294




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Re: Audio Interfaces and Systems

2015-07-15 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Ach, the sound seems alot more piercing and in this recording, although the panning effect is still holding.You don't necessarily have to pay for extra sound effects, although I suppose it all depends on what you have in mind. I get all my sounds from free Audio Tools and public domain sources, then mix them around in Audacity. Here's a few links:SFXR and BXFR random 8bit sound generators:(http://www.drpetter.se/project_sfxr.html)(http://www.bfxr.net)Public Domain Sounds:(http://www.pdsounds.org)(http://www.audiosoundclips.com)

URL: http://forum.audiogames.net/viewtopic.php?pid=224290#p224290




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Re: Audio Interfaces and Systems

2015-07-15 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

The volume balance of the objects was completely off after the new algorithm so not surprising, they were barely hearable at all. Now I tweaked them back in. Moreover, now they're represented by a single point, which indicates the closer part of their silhouette. This was done to reduce sound overload... honestly there's still a lot of overload though.Current attempt so far:http://sik.titandemo.de/.junk/audio4.oggI really can't think on a way to get rid of the overloading =/ Also later I'll need to think on a way to do the conveyor belts (which will need to be marked in a way that makes it clear they're moving), and come up with a better way to represent pits. Also, I noticed that inner corners from rooms don't make sound if the ceiling is too high (because they lack a mark to represent them).magurp244 wrote:It might help ov
 erall readability to put in more supporting sound effects like sounds for the player walking, landing, bumping into things, or tettering on edges to help reinforce the environmental queues.The problem with this is that extra sound effects costs money to get done, the sounds from the sonar are generated on the fly instead 

URL: http://forum.audiogames.net/viewtopic.php?pid=224276#p224276




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Re: Audio Interfaces and Systems

2015-07-15 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

The volume balance of the objects was completely off after the new algorithm so not surprising, they were barely hearable at all. Now I tweaked them back in. Moreover, now they're represented by a single point, which indicates the closer part of their silhouette. This was done to reduce sound overload... honestly there's still a lot of overload though.Current attempt so far:http://sik.titandemo.de/.junk/audio4.oggI really can't think on a way to get rid of the overloading =/ Also later I'll need to think on a way to do the conveyor belts (which will need to be marked in a way that makes it clear they're moving), and come up with a better way to represent pits. Also, I noticed that inner corners from rooms don't make sound if the ceiling is too high (because they lack a mark to represent them).magurp244 wrote:It might help ov
 erall readability to put in more supporting sound effects like sounds for the player walking, landing, bumping into things, or tettering on edges to help reinforce the environmental queues.The problem with this is that extra sound effects costs money to get done, the sounds from the sonar are generated on the fly instead =P

URL: http://forum.audiogames.net/viewtopic.php?pid=224276#p224276




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Re: Audio Interfaces and Systems

2015-07-15 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

The volume balance of the objects was completely off after the new algorithm so not surprising, they were barely hearable at all. Now I tweaked them back in. Moreover, now they're represented by a single point, which indicates the closer part of their silhouette. This was done to reduce sound overload... honestly there's still a lot of overload though.Current attempt so far:http://sik.titandemo.de/.junk/audio4.oggI really can't think on a way to get rid of the overloading =/ Also later I'll need to think on a way to do the conveyor belts (which will need to be marked in a way that makes it clear they're moving), and come up with a better way to represent pits. Also, I noticed that inner corners from rooms don't make sound if the ceiling is too high (because they lack a mark to represent them).

URL: http://forum.audiogames.net/viewtopic.php?pid=224276#p224276




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Re: Audio Interfaces and Systems

2015-07-14 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Sorry for the late reply, heh. I can get a general sense of things in this, such as the rapid sound of cliffs and the slower sound of slopes, I didn't hear any sound indicating the position of the enemy before it was destroyed though, and sometimes the combination of terrain sounds could be abit disorienting. Still, I've checked the recording and listened to it a few times and i'm definitely getting a much better 3D positional audio effect than before from the left to right. It might help overall readability to put in more supporting sound effects like sounds for the player walking, landing, bumping into things, or tettering on edges to help reinforce the environmental queues.

URL: http://forum.audiogames.net/viewtopic.php?pid=224159#p224159




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Re: Audio Interfaces and Systems

2015-07-13 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

New attempt:http://sik.titandemo.de/.junk/audio3.oggThis is definitely much better. At least now I can tell apart things even though I'm not using headphones. Still needs improvement I suppose, but I want to see if people can start getting an idea of what's going on. (also I noticed that pretty much every sound effect is happening where the player is so far, making 3D positioning for them useless...)Amusingly at this point it barely even resembles vOICe at all.

URL: http://forum.audiogames.net/viewtopic.php?pid=223925#p223925




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Re: Audio Interfaces and Systems

2015-07-05 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Bokurano Daibouken 3 seems kinda relevant here: static things, like platforms and walls, can make sound, but only in the direction that you're facing. Meanwhile, things that move, like enemies and projectiles, make sound regardless of whether or not you're facing them.Some static objects make sound regardless--ladders, certain items and switches--but it more or less uses both approaches fairly seamlessly.It doesn't use a full on vOICe-like sonification', but maybe that'd be helpful to think about anyway?

URL: http://forum.audiogames.net/viewtopic.php?pid=222890#p222890




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Re: Audio Interfaces and Systems

2015-07-05 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Sorry, I didn't mean to suggest you should use different tones, i'm just looking at different approaches on my end.I realize that rendering only half the screen could potentially be problematic (though I did say you could still play enemy sounds regardless in either direction), you have to keep in mind that it would likely take a fraction of a second for the player to turn around and view the other side of the screen, if it helps cut down on interference and makes the scene more readable it may be worth considering, but thats up to you.Hmm, so a Gap is a constant fast blink, a Slope is a constant slow blink. What about a blink that slowly shifts from fast to slow? Or a different pattern like morse code? Well, morse code may be going abit far.

URL: http://forum.audiogames.net/viewtopic.php?pid=222888#p222888




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Re: Audio Interfaces and Systems

2015-07-05 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

I don't want to use different tones since that's already used to differentiate the kind of objects and such. I already have enough trouble with four of them (though I may remove one of those as superfluous).Rendering both sides of the screen is important, you never know when a hazard could be coming from behind otherwise.

URL: http://forum.audiogames.net/viewtopic.php?pid=222872#p222872




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Re: Audio Interfaces and Systems

2015-07-03 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Sort of, I suppose. In many respects its not much different from flashing blocks already, the only difference being they move and/or change pitch. Been running a few tests with the idea using the same tone at different pitches, thinking maybe using different kinds of tones for each slope or direction they "flow" might be better. Uploaded the recording to my repository, first half is with a higher slope on the left moving down, and another on the right moving to the bottom corner, second half is a slope in the lower left moving up, and the one on the right still moving down. Seems to have too much of a bleed effect at the moment.Maybe another way to help cut down on noise would be to render only the side of the screen the players character is facing in the respective left/right audio channel? That way you wouldn't get the interference from the opposite side, though you could still play enemy sounds and such.

URL: http://forum.audiogames.net/viewtopic.php?pid=222588#p222588




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Re: Audio Interfaces and Systems

2015-07-03 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

magurp244 wrote:Whats the difference between a gap and the ceiling, such as when you take floating islands into consideration?Ceiling is a solid chunk above you, gap is a non-solid chunk below you.magurp244 wrote:Would the absense of a slow blinking slope indicate that the edge is a gap?Wouldn't it be a fast blinking point then, not slow? (that's the idea)magurp244 wrote:Hm, how about "animated" points? You could use a single sound to begin at the start point, and then move along and stop at the end point. So a floor would be represented by a moving sound your standing on, and a slope would move at an angle to its end point, it could also potentially solve the off screen wall issue.Wouldn't it be basically going back to the big
 gest downside of vOICe, that it requires time to convey a single image?

URL: http://forum.audiogames.net/viewtopic.php?pid=222491#p222491




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Re: Audio Interfaces and Systems

2015-07-03 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

I've just finished packing my new Demo, AudioRTS! Been working on it all month with all sorts of features, i've uploaded it and a recording of the demo to my repository for anyone who wants to try it out or listen to it. I'm interested in any feedback or questions anyone has. Quick rundown of some of its features:-The demo features a top-down grid perspective of the environment, objects like buildings, resources, units, and terrain all have unique sounds to identify them. It runs at a resolution of 640 by 480 with over 300, 32 by 32 tiles.-It uses a Proximity Mouse system, with the position of the mouse determined by 3D stereo panning and pitch. The closer objects are to the mouse, the louder their unique identifying sound is, up to two tiles away in a radius around the mouse.-There are at the moment two controllable units and three buildings, you can't build anything, but you can harvest resources and blow some stuff up.-The demo al
 so features a functional Minimap. Rendering all sorts of data in a sonified image tends to create too much conflicting information, so instead the minimap is divided into a series of "slices" that each render only one kind of information. For example, press F1 and it will draw an image showing ONLY the positions of friendly units, F2 an image of only enemies, F3 only resources, F4 terrain obsticals, etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=222431#p222431




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Re: Audio Interfaces and Systems

2015-07-03 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Whats the difference between a gap and the ceiling, such as when you take floating islands into consideration? Would the absense of a slow blinking slope indicate that the edge is a gap?Hm, how about "animated" points? You could use a single sound to begin at the start point, and then move along and stop at the end point. So a floor would be represented by a moving sound your standing on, and a slope would move at an angle to its end point, it could also potentially solve the off screen wall issue. If you wanted you could even make each point "blink" at each step along the way instead of a smooth slide as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=222430#p222430




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Re: Audio Interfaces and Systems

2015-07-02 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

I was considering this:Gap = fast blinkSlope = slow blinkCeiling = no blinkI was wondering about how to mark the direction of the slope, but maybe context is enough. Also I need a way to easily mark the boundaries of the level... also what to do if there's a wall where the top is higher than the viewport?

URL: http://forum.audiogames.net/viewtopic.php?pid=222411#p222411




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Re: Audio Interfaces and Systems

2015-06-30 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Hmm, difficult question. It could stand to reason that having one point higher than another would suggest a slope, but the problem then is with end points being "offscreen" and going undetected by the player, potentially confusing them with pits. One solution might be to clip the end point of a slope to the nearest edge of the screen, so for example if only half the slope is visible on screen, the end point would be clipped to the edge of the screen halfway along the slope.

URL: http://forum.audiogames.net/viewtopic.php?pid=222178#p222178




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Re: Audio Interfaces and Systems

2015-06-30 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Well it means I shouldn't need headphones to hear stereo for sure... so if I can't hear stereo with my sonar it means its stereo is horrible.Later I'll try the corner idea I mentioned earlier, maybe it reduces overload enough to make this feasible. Just a dumb question though, how do I mark where slopes start or end? Wondering if I should use blinking to distinguish the different parts of the silhouette.

URL: http://forum.audiogames.net/viewtopic.php?pid=222085#p222085




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Re: Audio Interfaces and Systems

2015-06-29 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

#coltonhill01I'm sure it can be done, though there are other things to consider like Phenome's, pronounciation, and other effects that can be tricky to pull off. I haven't played much with voice synthesis to say how it would turn out. I have considered looking more into it at some point though, if only to make it easier to generate better dynamic dialog in games (which would be great!), and some projects approaches are interesting, like the Watson AI, or Microsofts Cortana AI look particularly interesting and fluid as well, though I wonder how hard coded it is and whether it could handle different voice ranges and types.@SikIs that a good thing or a bad thing? heh.Pyglet.media has similar function sets to OpenAL for 3D positional audio, so I setup a listener object for the players position and adjusted the sounds cone orientation and angles to point directly towards either the left or right, depending on their relative position to the playe
 r. The idea being to place objects clearly in either the left or right audio channels for optimal positioning.

URL: http://forum.audiogames.net/viewtopic.php?pid=222031#p222031




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Re: Audio Interfaces and Systems

2015-06-29 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

magurp244 wrote:Thats... Strange. Do you mean the volume bars are different playing the recorded raw output or playing in the sound engine itself?In Audacity.Note that the UV meters showing different values doesn't mean much, the overload probably kills any possible perception the brain could try to figure out. I mean, when you play the same sound over both speakers the brain interpretes it as being in the center, not as being two separate sounds...magurp244 wrote:Wierd though, if there's a slope to your right and a flat surface to the left, or moving between two points there should be some kind of stereo effect in the recording.I think there's still such a massive sound overload that it basically nullifies any stereo effect you could hear. Also for some reason it seems slopes are less notorious than it used 
 to be in the early tests I made (and this is noticeable even from mono) so I definitely need to do something about the viewport.Honestly now I wish I had just stuck to the zoomed viewport but the problem is that people had trouble seeing the enemies before it was too late (they're still easier to notice when you're sighted, after all).magurp244 wrote:Maybe you could try recording the output through another program like Audacity instead to see if theres an issue with how its being logged, though you'll have to change audacity's Preferences: Recording Device from Mono-Mix to Stereo-Mix.I tried but I got garbage for some reason. Probably PulseAudio messed up and I wasn't in the mood to fix it (restarting PulseAudio solves the issue, but... lazy).coltonhill01 wrote:I've seen people do it only with sine waves, but that,
  sounds, like, absolute, crap!That's because everything can be made out of sine waves. How well you can recreate the relevant harmonics is a different story altogether.EDIT: WTF checking that test recording, I can perceive the stereo even with the laptop's speakers, I think this is the first time I can perceive stereo without headphones.

URL: http://forum.audiogames.net/viewtopic.php?pid=221989#p221989




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Re: Audio Interfaces and Systems

2015-06-29 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

magurp244 wrote:Thats... Strange. Do you mean the volume bars are different playing the recorded raw output or playing in the sound engine itself?In Audacity.Note that the UV meters showing different values doesn't mean much, the overload probably kills any possible perception the brain could try to figure out. I mean, when you play the same sound over both speakers the brain interpretes it as being in the center, not as being two separate sounds...magurp244 wrote:Wierd though, if there's a slope to your right and a flat surface to the left, or moving between two points there should be some kind of stereo effect in the recording.I think there's still such a massive sound overload that it basically nullifies any stereo effect you could hear. Also for some reason it seems slopes are less notorious than it used 
 to be in the early tests I made (and this is noticeable even from mono) so I definitely need to do something about the viewport.Honestly now I wish I had just stuck to the zoomed viewport but the problem is that people had trouble seeing the enemies before it was too late (they're still easier to notice when you're sighted, after all).magurp244 wrote:Maybe you could try recording the output through another program like Audacity instead to see if theres an issue with how its being logged, though you'll have to change audacity's Preferences: Recording Device from Mono-Mix to Stereo-Mix.I tried but I got garbage for some reason. Probably PulseAudio messed up and I wasn't in the mood to fix it (restarting PulseAudio solves the issue, but... lazy).coltonhill01 wrote:I've seen people do it only with sine waves, but that,
  sounds, like, absolute, crap!That's because everything can be made out of sine waves. How well you can recreate the relevant harmonics is a different story altogether.

URL: http://forum.audiogames.net/viewtopic.php?pid=221989#p221989




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Re: Audio Interfaces and Systems

2015-06-29 Thread AudioGames . net Forum — Developers room : coltonhill01 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

I have a random question, not really related to images but related to audio and waveform systems. Is it possible to make a voice, like a synthesized voice, or convert a voice sample, into analog sound? With variable width pulse, sine, sawtooth, etc? I'm wondering if this is possible because hey! That would be a whole new way of synthesizing! I've seen people do it only with sine waves, but that, sounds, like, absolute, crap!

URL: http://forum.audiogames.net/viewtopic.php?pid=221936#p221936




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Re: Audio Interfaces and Systems

2015-06-29 Thread AudioGames . net Forum — Developers room : coltonhill01 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

I have a random question, not really related to images but related to audio and waveform systems. Is it possible to make a voice, like a synthesized voice, or convert a voice sample, into analgo sound? With variable width pulse, sine, sawtooth, etc? I'm wondering if this is possible because hey! That would be a whole new way of synthesizing! I've seen people do it only with sine waves, but that, sounds, like, absolute, crap!

URL: http://forum.audiogames.net/viewtopic.php?pid=221936#p221936




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Re: Audio Interfaces and Systems

2015-06-29 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Thats... Strange. Do you mean the volume bars are different playing the recorded raw output or playing in the sound engine itself? I've been running a few tests in my side scroller trying to replicate it. I ended up stripping out all the tiles except two and messing with the sound positioning for awhile before I got a clear stereo panning effect in the output, still a little twacked on positioning though. I've uploaded the recording to my repository if you want to listen to it, walking between two points.Wierd though, if there's a slope to your right and a flat surface to the left, or moving between two points there should be some kind of stereo effect in the recording. Maybe you could try recording the output through another program like Audacity instead to see if theres an issue with how its being logged, though you'll have to change audacity's Preferences: Recording Device from Mono-Mix to Stereo-Mix.

URL: http://forum.audiogames.net/viewtopic.php?pid=221923#p221923




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Re: Audio Interfaces and Systems

2015-06-28 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

magurp244 wrote:Hmm, the difference in stereo is negligable, its hard to tell where anything is spacially.I have been considering last night to change it again so only the corners of the level are marked (reducing sound overload a lot), but honestly at this point I'm getting convinced that the idea itself simply doesn't work at all.magurp244 wrote:The volume and stereo position of the stomping sound doesn't seem to change at all, so its difficult to tell what the proximity is to the player.Yeah, I need to update that =/magurp244 wrote:What recording software are you using?Raw log straight off the game's sound engine.magurp244 wrote:Looking at them in Audacity it looks like the tw
 o channels are vitually identical.I thought so at first too, but playing it shows that the L and R volume bars are completely different (so there's obviously a difference).

URL: http://forum.audiogames.net/viewtopic.php?pid=221822#p221822




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Re: Audio Interfaces and Systems

2015-06-28 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Hmm, the difference in stereo is negligable, its hard to tell where anything is spacially. I'm going to assume that stomping sound is an enemy? The volume and stereo position of the stomping sound doesn't seem to change at all, so its difficult to tell what the proximity is to the player.What recording software are you using? Looking at them in Audacity it looks like the two channels are vitually identical.

URL: http://forum.audiogames.net/viewtopic.php?pid=221789#p221789




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Re: Audio Interfaces and Systems

2015-06-28 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Hmm, the difference in stereo is negligable, its hard to tell where anything is spacially. I'm going to assume that stomping sound is an enemy? The volume and stereo position of the stomping sound doesn't seem to change at all, so its difficult to tell what the proximity is to the player.What recording software are you using? I looked at your tracks in Audacity and they seem to be 2 channel mono. I ran into a similar problem recently trying to record some output with Audacity, fixed it by editing its Preferences under Devices, and changing the recording device from Mono Mix to Stereo Mix so it recorded the actual variable output in either channel.

URL: http://forum.audiogames.net/viewtopic.php?pid=221789#p221789




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Re: Audio Interfaces and Systems

2015-06-27 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Two more attempts, and I verified that these two do have panning... although I guess the overload still makes it useless:http://sik.titandemo.de/.junk/audio1.ogghttp://sik.titandemo.de/.junk/audio2.oggSecond attempt was me trying to see if it's better rendering the floor as a series of "points" rather than a continuous line.

URL: http://forum.audiogames.net/viewtopic.php?pid=221713#p221713




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Re: Audio Interfaces and Systems

2015-06-27 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Two more attempts, and I verified that these two do have panning... although I guess the overload still makes it useless:http://sik.titandemo.de/.junk/audio1.ogghttp://sik.titandemo.de/.junk/audio2.oggSecond attempt was me trying to see if it's better rendering the floor as a series of beeps rather than a continuous line.

URL: http://forum.audiogames.net/viewtopic.php?pid=221713#p221713




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Re: Audio Interfaces and Systems

2015-06-25 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Been busy working on a new prototype, I've moved the other's into a new bitbucket respository: (https://bitbucket.org/magurp244/audio-code/downloads)I've uploaded a new version of my side scroller with stereo proximity volume effects for terrain objects, in this case water to the left and right. Fixed a few bugs with the audio renderer, and found a few more, heh. In this case it seems to be having a pitch issue on varying draw speeds, though i've capped it at usable levels.I've also uploaded my second prototype that got arbitrarily flagged earlier for anyone that wants to give it a spin, a 3D FPS. I don't have much experience in 3D, but I managed to modify an open sourced Minecraft Clone to render a simulated Depthmap and embedded my audio-renderer. Have a few idea's on how I can refine it, but again not much experience with 3D.

URL: http://forum.audiogames.net/viewtopic.php?pid=221386#p221386




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Re: Audio Interfaces and Systems

2015-06-24 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Still clueless what's going on with the panning. Ugh. But I'm thinking the current formula is wrong (no wonder why the initial tests with the smaller viewport seemed to be easier to tell). Also starting to think I'll just have to come up with yet another new camera system just for this.I thought about pulses for hazards (really would be the audio equivalent of blinking), but I'm afraid that'll probably bring up even more attention to them and not less. I guess I need to test to make sure.Enemies are rendered through the sonar, but again it seems the volume balance is just unusable. In fact it seems that in the last versions the sonar has been completely useless (you can't tell easily the parts of the level, you can't tell easily where are the enemies... um yeah, may as well not use the current sonar).

URL: http://forum.audiogames.net/viewtopic.php?pid=221369#p221369




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Re: Audio Interfaces and Systems

2015-06-16 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Ah, well part of the idea was to lower the maximum volume based on object clustering combined with proximity, but if its more a question of having too much in one place, hm. Well, you could try using level design to mitigate such situations, or you could try using intermitent pulses to help further differentiate objects/hazards. For example instead of a constant harsh tone for spikes, it could be a "blinking" tone with a pulse or series of pulses every second, which you could do by having the spike blocks periodically flash.The lastest clip does seem smoother, but i'm not sure if I can make out where the enemies are before their killed. I noticed before that your enemies have death sounds, but don't seem to have sounds for when their moving, that might help.

URL: http://forum.audiogames.net/viewtopic.php?pid=220293#p220293




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Re: Audio Interfaces and Systems

2015-06-16 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

The game already does the volume thing in both directions (horizontally as a result of panning, and vertically to gimmick the same side effect). The problem is that the pit has too many objects and is indeed close by  Also the fact that at last minute I had lowered the volume of the level sound because I thought it was too loud, but I think I may have overshot that one...Here's another attempt making only the corners of objects visible instead of their whole silhouette (also restoring the original volume for the level):http://sik.titandemo.de/.junk/sonar2.oggEDIT: it also doesn't help that the viewport is now rather large. It used to be smaller so I could reduce the amount of stuff to be "shown" and apparently that was better for moving around, but the problem is that it apparentl
 y made enemies too hard to notice (and unlike zoomed mode, it's harder to tell when an enemy is bound to come).EDIT 2: great I just realized the panning wasn't being recorded at all. Looking at this...

URL: http://forum.audiogames.net/viewtopic.php?pid=220195#p220195




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Re: Audio Interfaces and Systems

2015-06-16 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

The game already does the volume thing in both directions (horizontally as a result of panning, and vertically to gimmick the same side effect). The problem is that the pit has too many objects and is indeed close by  Also the fact that at last minute I had lowered the volume of the level sound because I thought it was too loud, but I think I may have overshot that one...Here's another attempt making only the corners of objects visible instead of their whole silhouette (also restoring the original volume for the level):http://sik.titandemo.de/.junk/sonar2.oggEDIT: it also doesn't help that the viewport is now rather large. It used to be smaller so I could reduce the amount of stuff to be "shown" and apparently that was better for moving around, but the problem is that it apparentl
 y made enemies too hard to notice (and unlike zoomed mode, it's harder to tell when an enemy is bound to come).

URL: http://forum.audiogames.net/viewtopic.php?pid=220195#p220195




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Re: Audio Interfaces and Systems

2015-06-16 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

The game already does the volume thing in both directions (horizontally as a result of panning, and vertically to gimmick the same side effect). The problem is that the pit has too many objects and is indeed close by  Also the fact that at last minute I had lowered the volume of the level sound because I thought it was too loud, but I think I may have overshot that one...Here's another attempt making only the corners of objects visible instead of their whole silhouette (also restoring the original volume for the level):http://sik.titandemo.de/.junk/sonar2.ogg

URL: http://forum.audiogames.net/viewtopic.php?pid=220195#p220195




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Re: Audio Interfaces and Systems

2015-06-15 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

I've noticed that problem in some of my builds too, seems to be the signal to noise ratio CAE_Jones mentioned. It gets too hard to distinguish between competing sounds in close proximity, which could prove problematic when using different waveforms/layers in a single soundscape.Hmmm.. I think I have an idea that might help, i've recently been working on proximity audio with conventional audio cues to work along side of, instead of in the soundscape. So for example the soundscape sonifies the terrain, but when the player gets close to, say, a body of water, the closer the player is the louder the sound of the water, further the quieter.You could try making objects volume proximity based to the players position, or make them proximity based to each other, so a cluster could reduce their collective volume based on adjacent objects to a more readable level. So when processing your image data for audio rendering you can adjust the brightness levels of the pixel 
 data.

URL: http://forum.audiogames.net/viewtopic.php?pid=220152#p220152




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Re: Audio Interfaces and Systems

2015-06-15 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

I've noticed that problem in some of my builds too, seems to be the signal to noise ratio CAE_Jones mentioned. It gets too hard to distinguish between competing sounds in close proximity, which could prove problematic when using different waveforms/layers in a single soundscape.Hmmm.. I think I have an idea that might help, i've recently been working on proximity audio with conventional audio cues to work along side of, instead of in the soundscape. So for example the soundscape sonifies the terrain, but when the player gets close to, say, a body of water, the closer the player is the louder the sound of the water, further the quieter.You could try making objects volume proximity based to the players position, or make them proximity based to each other, so a cluster could reduce their collective volume based on adjacent objects to a more readable level.

URL: http://forum.audiogames.net/viewtopic.php?pid=220152#p220152




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Re: Audio Interfaces and Systems

2015-06-15 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Yeah there's a pit there if I recall correctly (dangerous stuff has a harsh sound).The most important part is if you can tell where there's a wall and such, although I think that with the last tweaks now it became too weak... Also I need to find out a way to prevent the sound from being overloaded when there's a lot of the same stuff together (as happens with that pit).

URL: http://forum.audiogames.net/viewtopic.php?pid=220084#p220084




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Re: Audio Interfaces and Systems

2015-06-14 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

[[wow]], that kind of sounds like a Lucas Arts adventure, hehe. But yeah, the audio seems abit harsh at around the 2 and 4 seconds mark.  Its hard to tell whats happening without abit more context, though I can tell your jumping twice. Look forward to your play through.

URL: http://forum.audiogames.net/viewtopic.php?pid=220034#p220034




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Re: Audio Interfaces and Systems

2015-06-14 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

OK the recording code is trolling me because it decided to start working out of nowherehttp://sik.titandemo.de/.junk/sonar.oggLater I'll do a proper playthrough recording, and I need to retweak the volume levels and such, but for now this is what is going on.

URL: http://forum.audiogames.net/viewtopic.php?pid=219997#p219997




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Re: Audio Interfaces and Systems

2015-06-05 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

@SikAhh, yes that makes sense since were working strictly with square blocks instead of abstract or 3D shapes.I like your stereo implementation but there may be a few things to consider. I think the vOICe does have stereo panning support, and I know Meijer has HiFi stereo code on his site that i've only just started to reverse engineer. His code sample has source for both Mono and Stereo output, and I think he may have implemented it this way because some systems may not have stereo support, but even if they do some non-sighted people may not be able to fully perceive stereo because of partial or total hearing loss in one or both ears, have cochlear implants, hearing aids, etc. So, for example someone with partial hearing loss in a stereo setup could end up with perceptual gaps in the rendered scene, or in a mono rendering case it may be difficult to orient without a point of reference.It's also difficult to say how using different waveform's may
  effect accessability with the above issues either since I don't think the vOICe has ever been tested with these parameters. Either way, getting a wider test group among different ranges and hardware will be important to weed out and determine whether any these may cause a problem or not.For reference there is another program based on the vOICe that use color encoding called EyeMusic developed by Amir Amedi (http://brain.huji.ac.il/site/em.html), which creates soundscapes with musical notes instead of tones. Theres not alot to go on other than a video on his youtube channel and some research papers, though it can be bought on itunes.

URL: http://forum.audiogames.net/viewtopic.php?pid=219115#p219115




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Re: Audio Interfaces and Systems

2015-06-05 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

magurp244 wrote:When you say that only the top and bottom lines of each color area are stored, does that mean that for a 64 by 64 image for example, you only calculate the top and bottom rows pitch into the waveform and ignore everything in between, like rendering an outline?Er, for each block (e.g. a player or an enemy), but yeah. If I include everything in-between then all of those pitches will play which makes it an unbearable mess to hear as well as renders the waveforms indistinguishable from each other due to how much they got distorted with all the mixing. You only need to know the covered range so I'm only using the top and bottom rows instead.magurp244 wrote:I also take it you don't scale the image in any way before processing it?Actually it is, from 320×200 to 40×25.Note that replacing graphics with the color indicators happens earlier (in fact, graphics are never rendered, the colored blocks are rendered directly as-is in their place). Then this is shrunk down, then filtered so only top and bottom rows remain (as mentioned earlier), then finally converted into audio.Note that the scaling is just to make things easier so I don't have to go around all over the code to change the resolution it expects (I'm literally adapting a full-blown finished game for the sighted into an audio game, remember).magurp244 wrote:Also what do you mean by not using time as a factor? That instead of using a sweep from left to right to determine position along the X axis via time your using stereo positioning on the left and right with a high speed sweep?Yep, except no sweep at all, it just mixes in everything together (remember the entire image is processed at once).Victorious wrote:@Sik: could you upload the recording and provide a link? I'd be really interesting in listening to it.That's precisely the part I'm having trouble with  (the recording system has to replay every single sound in order to account for the framerate loss and this means figuring out a reasonable way to log the new output first)

URL: http://forum.audiogames.net/viewtopic.php?pid=219035#p219035




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Re: Audio Interfaces and Systems

2015-06-05 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

magurp244 wrote:When you say that only the top and bottom lines of each color area are stored, does that mean that for a 64 by 64 image for example, you only calculate the top and bottom rows pitch into the waveform and ignore everything in between, like rendering an outline?Er, for each block (e.g. a player or an enemy), but yeah. If I include everything in-between then all of those pitches will play which makes it an unbearable mess to hear as well as renders the waveforms indistinguishable from each other due to how much they got distorted with all the mixing. You only need to know the covered range so I'm only using the top and bottom rows instead.magurp244 wrote:I also take it you don't scale the image in any way before processing it?Actually it is, from 320×200 to 40×25.Note that replacing graphics with the color indicators happens earlier (in fact, graphics are never rendered, the colored blocks are rendered directly as-is in their place). Then this is shrunk down, then filtered so only top and bottom rows remain (as mentioned earlier), then finally converted into audio.magurp244 wrote:Also what do you mean by not using time as a factor? That instead of using a sweep from left to right to determine position along the X axis via time your using stereo positioning on the left and right with a high speed sweep?Yep, except no sweep at all, it just mixes in everything together (remember the entire image is processed at once).Victorious wrote:@Sik: could you upload the recording and provide a link? I'd be really interesting in listening to it.That's precisely the part I'm having trouble with  (the recording system has to replay every single sound in order to account for the framerate loss and this means figuring out a reasonable way to log the new output first)

URL: http://forum.audiogames.net/viewtopic.php?pid=219035#p219035




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Re: Audio Interfaces and Systems

2015-06-04 Thread AudioGames . net Forum — Developers room : Victorious via Audiogames-reflector


  


Re: Audio Interfaces and Systems

@Sik: could you upload the recording and provide a link? I'd be really interesting in listening to it.

URL: http://forum.audiogames.net/viewtopic.php?pid=219003#p219003




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Re: Audio Interfaces and Systems

2015-06-04 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

@SikWhat, really? Thats great!When you say that only the top and bottom lines of each color area are stored, does that mean that for a 64 by 64 image for example, you only calculate the top and bottom rows pitch into the waveform and ignore everything in between, like rendering an outline? Or do you include the audio pitch between the two lines into the audio sample for the whole solid block? I also take it you don't scale the image in any way before processing it?Also what do you mean by not using time as a factor? That instead of using a sweep from left to right to determine position along the X axis via time your using stereo positioning on the left and right with a high speed sweep?

URL: http://forum.audiogames.net/viewtopic.php?pid=218997#p218997




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Re: Audio Interfaces and Systems

2015-06-04 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

magurp244 wrote:Do you plan on implementing an Audio Renderer? Or adjusting the texture's to make it compatible with the vOICe externally?I have the full blown audio renderer already implemented.First the game renders things in a completely different way: the level gets turned into a solid white silhouette, while objects get turned into colored blocks (with colors for player, goodie (items) and danger (enemies, hazards)). Then this gets filtered so only lines at the top and bottom of each color area is stored (otherwise it becomes a mess), and this gets processed as follows:Horizontal position: panningVertical position: frequency (pitch)Color: waveform (how it sounds)Note how unlike vOICe I'm not using time as a factor, so I can update this at 60FPS without problem. So far I only got a person to test but the little t
 esting so far seems to suggest that yes, the idea works (and now is in the process of tweaking).If you want to test just follow the contact instructions and I'll send you want you need over e-mail. (I'd have uploaded a recording of how it sounds, except for the part where the recording code still isn't setup to record this output)

URL: http://forum.audiogames.net/viewtopic.php?pid=218920#p218920




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Re: Audio Interfaces and Systems

2015-06-03 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

@SikHmm, thats interesting. I completed your demo and it got me thinking, I hadn't quite realized how effective audio indicators might be. Though I do think Audio Rendering could still add to the input to help make a more intuitive experience, especially for terrain or barriers. I'm going to try a few additional experiments in my 2D engine with this.Do you plan on implementing an Audio Renderer? Or adjusting the texture's to make it compatible with the vOICe externally?My 2D engine was coded with python 2.7.9, Pyglet 1.2.3b1, and Numpy 1.9.2 for performance. How it works is I wait for a soundscape to finish playing or if one hasn't been done yet, then on the next draw call resize the screen using glScalef() to the target resolution, in this case 64 by 64, draw the scene, then grab a section of the frame buffer and pass it to my audio rendering class, resize the screen and do another rendering pass. So, technically I could draw a Soundscape f
 or non-sighted people, and a full visual sprite scene for sighted people simultaneously.The audio renderer then decodes the image into a uint8 byte array, strips out unused color/alpha data, and uses Numpy array's to do the waveform calculations. I optimized it in such a way that it builds the wave incrementally each cycle to maintain performance, but you can't multiply uneven numpy array's with each other, and some of the Numpy functions don't take floating point so I fudged some of the array sizes for the time being, hence why its stuck at only one speed. After its done processing the audio data, it passes it off to a modified version of one of Pyglets Prodecural audio generator classes for output.

URL: http://forum.audiogames.net/viewtopic.php?pid=218871#p218871




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Re: Audio Interfaces and Systems

2015-06-03 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

I think this is relevant to this discussion.Yes, I just went ahead and gave it a try, after a tad of tweaks to the rendering engine to remove as much superfluous information as possible (during the early tests it resembled CrazyBus). It's preliminar work and needs tweaking (as well as then adapting the rest of the interface) but it's something.

URL: http://forum.audiogames.net/viewtopic.php?pid=218805#p218805




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Re: Audio Interfaces and Systems

2015-06-02 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

@VictoriousI can't really say as to how practical it would be, since this has never really been done before. There are all sorts of challenges and potential ways to go about doing it, but I think a game similar to Dune 2 may be possible, but not without some sort of color system in place to help make it easier to differentiate between factions and objects. As for resolution, lets say you have a sighted game running at 640 by 480 resolution, typically sprites in such a game would be around 32 by 32, or even 64 by 64 pixels so players could visually read them properly, which means that the maximum amount of tiles players could see would be 20 by 15, or 300 different tiles, or for 64 by 64 tiles, that would be 10 by 7.5, or 75 tiles. Players also typically spend most of their time focusing on only a handful of those, their character, enemies, powerups, etc.In a non-sighted game we could use solid single color blocks to symbollically represent an entire sprite or object as a single tone. This means that unlike sighted games, you don't need sprites to be 32 by 32, or 64 by 64, its all the same. The only difference to you would be that the sound would play longer and in a wider pitch, the tone and what it represents wouldn't change. This means that you could potentially get away with 4 by 4 pixel blocks, or 8 by 8 and still get a similar amount of relevant information over a smaller area.@CAR_JonesIf nothing else I think it would be interesting to explore this, even if it doesn't work out. I created a mockup image of a chess board with 32 pieces, white blocks on top, grey blocks on bottom. Running the vOICe on very slow motion seemed to work alright for making out where each piece was respectively. If it were an actual game, the player could put their mouse over a piece or move around a selection box and it could tell them what the currently selected piece was to help guide them. I might try throwing together a functional prototype and see how it goes.In other news, i've uploaded two prototypes i've been working with, i'd be interested to see what everyone thinks. Unfortunately it seems Google Drive is flagging one of them, sigh. Anyway you can download the other one as a win32 binary here:https://drive.google.com/folderview?id= … sp=sharingThe first is a 2D side scrolling engine I wrote, and is going alot better than the other. It has a built in Audio renderer and i've fixed some performance issues, but its stuck at a single speed for now. If you want to use the vOICe with it for faster rendering, press TAB in game to disable the internal Audio Renderer.For controls:Left and Right arrow keys to move Left and RightUp arrow for jumpingESC to quit

URL: http://forum.audiogames.net/viewtopic.php?pid=218747#p218747




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Re: Audio Interfaces and Systems

2015-06-02 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Audio Interfaces and Systems

The real difficulty seems to be two things: information overload (sound is nowhere near as parallelalizable as sight), and distinguishing signal from noise. In a room filled with people, it's easy to pick out an individual face, if one has perfect vision, but even with perfect hearing, picking out an individual voice if everyone is speaking is extremely difficult.The vOICe's solution is to organize data temporally--instead of getting everything at once, you get a column at once. It can still be messy, but once everything is playing on a predictable interval, it becomes easier to search for the desired information.I'm still not sure how well this would work on an RTS scale, though.The vOICe comes with a Tic-tac-toe game, which is very easy to pick up. Would something similar work for, say, Chess? Or even just Checkers?I have no idea; it seems like trying to search columns of 8 (well, Checkers is more like staggered columns of 4) woul dbe much 
 harder.Actually, that's probably worth an actual experiment. Try to determine how much information can fit into a single column and still be usable--bonus points for speed and a decreased learning curve. It's probably possible to design a game based around that.(I would consider doing it myself if I felt like setting up an online scoreboard to track the results.  )

URL: http://forum.audiogames.net/viewtopic.php?pid=218684#p218684




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Re: Audio Interfaces and Systems

2015-06-02 Thread AudioGames . net Forum — Developers room : Victorious via Audiogames-reflector


  


Re: Audio Interfaces and Systems

@magurp244: how practical would it be though in the use case you describe for a strategic map view of units in an rts for example? The amount of resolution that sound can provide will always be less than what a sighted person could see.

URL: http://forum.audiogames.net/viewtopic.php?pid=218646#p218646




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Re: Audio Interfaces and Systems

2015-06-01 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

@CAE_JonesHmm, I think you could try adapting your program to make a Match 3 game like Candy Crush, since you can tell what color your on and what adjacent colors are next to it, you then press a button to swap the colors and try to get 3 squares of the same color in a row. You also don't really need to know whats happening on the rest of the screen until you pan over it, and it would work well on a tablet. Or you could potentially adapt it into a Maze game, where you have to trace your way along lines of a particular color to get from start to finish, maybe even something like packman perhaps. These may depend on whether you can tell what position the adjacent squares are relative to your current position though, if thats the case, there could also be other potential applications for it as well.Color in Audio Games I think is best used as information, which is why I want to incorporate it. To give an example, lets say that the color red is represented by the sou
 nd of a trumpet, the color blue by a piano, and the color green by a drum. Now lets say your playing a side scrolling game and you hear a trumpet off to the right, that represents a powerup. Hear a drum further behind it? That's an enemy. Hear a piano off to your left? That's a door. Instead of associating each sound with a particular color, you associate the sound with a particular effect or object, the color in this case is purely arbitary and used by the game itself for data and tracking purposes, the players will never know what color the sound actually represents, and they don't need to. Audio games already do these sorts of things to a degree with 3D positional audio and representational sound effects, the difference is that this method maps those effects precisely to a position on the screen with greater accuracy.This has a lot of practical applications, for example in theory someone could make a top down Real Time Strategy game like Dune 2 or Command An
 d Conquer with different factions represented by different solid colors, by using the above method a non-sighted player could then tell where all the units are on the screen and who they belong too in a sweep because of the specific sound of each factions color.

URL: http://forum.audiogames.net/viewtopic.php?pid=218627#p218627




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Re: Audio Interfaces and Systems

2015-06-01 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Audio Interfaces and Systems

I made a rather different image-to-sound program, whose biggest disadvantage compared to the vOICe is that it doesn't do the whole image at once (I meant to add this feature, but never got around to it). In its current form, it lets you move around a cursor (currently via the arrow keys, but the mouse or a touch screen would work as well in theory), and not only does it play a sound representing the color at that position, but it does ray-scanning for the nearest areas of different color, to give a sense of what is nearby. (It does have a means of detecting shading, also.)I found that most game images are too complicated to get much out of them using sound, this way or with the vOICe. I tried it on screenshots from Sonic 3 (way too much going on in the background), and even on sprite sheets from Streets of Rage (I could find individual sprites, but couldn't make sense of what position's they were supposed to 
 be in).It does include a method of converting images to braille, but I couldn't get my braille display to work in order to test it.I don't see it playing well with the vOICe in its current form, but now I'm wondering if it could be adapted to work together with something similar.

URL: http://forum.audiogames.net/viewtopic.php?pid=218552#p218552




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Re: Audio Interfaces and Systems

2015-05-31 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

That depends, but I think I should go into abit more detail on how it works.The vOICe software can only convert images in to Black and White, even if the original image is in color. The time it takes a sound to play represents the X axis of the image, so a pixel on the far left of the picture would be at the very beginning of the sound, and the pitch of the sound represents the Y axis of the image, so a very high pitch means the pixel would be at the top of the image, low pitch at the bottom. The brightness of each pixel is represented by the volume, the louder the sound, the brighter the pixel, the quieter the darker the pixel.Now this means that moving in a real life 3D space with shadows and lighting creates Contrast and provides a sense of Depth, allowing you to more easily make out shapes and determine distance between them by how loud/quiet parts of the sound is, when it plays and what its pitch is. In sighted 3D First Person games its less effective because al
 ot of them have crappy lighting, it often being just as bright down a hallway as it is right next to you among other details, so when converting the image from black and white in to Sound you get little contrast and can lose your sense of depth and positioning.Its often worse in 2D games, which often have no shadows and use a lot of bright colors, making it very difficult to make out whats going on.This doesn't necessarily mean its impossible to make 2D and 3D video games using The vOICe, but I do think it takes a very different approach compared to sighted games.@sikThis is the exact approach i've taken with my own 2D engine, I've rendered the background black and the terrain as dark grey, and the player as a white block to help give contrast to make it easier for the player to know where they are in the environment, combined with positional feedback like sounds for walking, bumping into obsticals, and jumping. I've also tried embeddin
 g the Audio Renderer into the game itself and wanted to try incorporating different musical instruments to represent colors when Sonifying each screen to help identify different kinds of objects and opponents, as the vOICe can only do black and white.

URL: http://forum.audiogames.net/viewtopic.php?pid=218536#p218536




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Re: Audio Interfaces and Systems

2015-05-31 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Audio Interfaces and Systems

So wait, is this actually a feasible way to play a game?I'm honestly skeptical and think that the best thing would be to adapt the interface with proper audio indicators and such, but if that idea or a variant of it (e.g. using panning to indicate horizontal position) can yield somewhat usable results, I may consider giving it a quick try as a stopgap until I can implement a full blown audio mode in my game.Also I wouldn't rule out 2D games completely, but any attempt to do this with them will definitely require changing the way things are rendered (e.g. no background, replacing sprites with detail-less boxes representing the object type, possibly reducing the viewport to allow things to be larger within the limited resolution, etc.).

URL: http://forum.audiogames.net/viewtopic.php?pid=218521#p218521




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Re: Audio Interfaces and Systems

2015-05-30 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Just to be clear, if anyone isn't quite understanding what Magurp is saying:The vOICe is much, much better for real-world first person.I've played with it a lot in the hopes of making 2D games more accessible, with very little success.But the one time I tried walking around my house and outside with it (using my laptop's webcam), it was much more helpful.Generally speaking, I expect my primary use of the vOICe anymore to be if I make videos with my computer, so I can hear if I'm in frame or not.I might try to throw together an example of what the Swamp Radar might sound like if it were handled by the vOICe. I think I still have sonified screenshots from Sonic3 in my dropbox somewhere.

URL: http://forum.audiogames.net/viewtopic.php?pid=218431#p218431




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Re: Audio Interfaces and Systems

2015-05-30 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Oops, I meant if your interestED I can show you what i've come up with so far, damn typo's.@EthinWell you can, just download the free version of The Voice software from Mr. Meijers site (http://www.seeingwithsound.com/voice.exe). Although it may not be as easy as you might imagine, research seems to suggest it takes roughly 70 hours of training to really get used to it, and I find sonified Depthmap's to be alot easier to make out than light based images.

URL: http://forum.audiogames.net/viewtopic.php?pid=218396#p218396




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Re: Audio Interfaces and Systems

2015-05-29 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Audio Interfaces and Systems

It would be awesome if we could here images with sound. That would be epic!

URL: http://forum.audiogames.net/viewtopic.php?pid=218258#p218258




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Re: Audio Interfaces and Systems

2015-05-29 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

Yes, Peter Meijers The vOICe software, i've been working with some of his source code: (http://www.seeingwithsound.com/im2sound.htm), for game engine applications for the past few weeks. Fairly difficult to find much on the subject outside academic papers, although I did find some research on incorporating color spectrums using instruments during sweeps, something i'd like to look into at some point.I managed to port some of the code to python and integrate parts of it into some engines, and have been experimenting with sonified depth maps for first person environments, among others. If your interesting I can show you what i've come up with so far, though i'm still working on performance issues.As for Mr Meijer himself, he seems to be busy working closely with members of the Raspberry Pi community to create affordable Sonifying Kits for the non-sighted.

URL: http://forum.audiogames.net/viewtopic.php?pid=218248#p218248




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Re: Audio Interfaces and Systems

2015-05-29 Thread AudioGames . net Forum — Developers room : Aprone via Audiogames-reflector


  


Re: Audio Interfaces and Systems

I'm pretty sure there was something called "The sound", "the voice", or something to those regards, that was talked about on here a few years ago.  If more has been done in that area, I'd be interested to learn about it.

URL: http://forum.audiogames.net/viewtopic.php?pid=218243#p218243




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Audio Interfaces and Systems

2015-05-29 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Audio Interfaces and Systems

Hello everyone,I've been lurking around for a bit and have been studying this communities use of audio interfaces, such as 1 Dimensional Side Scrollers, and multi-directional sonar pings in Swamp I believe? Audio Quakes 3D positional audio, SoundRTS and Tower Defense games approaches are also rather interesting.I'm curious however, have any of you heard of Image to Sound rendering?

URL: http://forum.audiogames.net/viewtopic.php?pid=218242#p218242




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