Re: [Audyssey] Accessible Asteroids (was Game programming educationproject.)

2006-10-31 Thread Ken the Crazy
, 2006 9:47 AM Subject: Re: [Audyssey] Accessible Asteroids (was Game programming educationproject.) On Oct 29, 2006, at 10:22 PM, Thomas Ward wrote: start a sound, stop for 500 MS, load another sound, and so on. What happens as a result even though the sounds are the same the difference

Re: [Audyssey] Accessible Asteroids (was Game programming educationproject.)

2006-10-30 Thread Phil Vlasak
5:20 PM Subject: [Audyssey] Accessible Asteroids (was Game programming educationproject.) On Oct 29, 2006, at 3:35 PM, AudioGames.net wrote: Programming an accessible Asteroids game is one thing, but I'm wondering about the *design* of an accessible Asteroids game? Did you already think

Re: [Audyssey] Accessible Asteroids (was Game programming educationproject.)

2006-10-30 Thread Thomas Ward
Hi, Agreed. I also start the ones nearest the player first, and turn off the sounds that are suppose to be out of earshot per say. A simple timer feature or UpdateSound() function can check all the sounds if it is in range and if it is out of range. The ones in range can be started while the