In a lot of the games, if the sound is behind you, it is muffled. If it is
in front of you, it is not muffled. I think the best way of doing it,
though, is used in Shades of Doom. There is a drum beat heard if the
monsters are behind you.
If you think you're finished, you! really! are! finished!!
-----Original Message-----
From: dark
Sent: Saturday, March 26, 2016 10:26 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] frogger questions - Re: a couple of new games
outfromkidfriendlysoftware
Hi.
No need to use any sort of 3D sound, many of the windows games that used
sterrio did not.
what I was thinking in terms of cars or trains is you hear the sounds
passing left to right in front of you, line yourself up according to their
position then take a single hop, after which you move on to the next
obstacle and the previous one is no longer audible, rather the way the
lillypads work now.
Actually, compratively few audio arcade games have used 3D sound, mostly
it's just a combination of sterrio pan and volume which give fairly accurate
ideas, ---- well enough for an arcade game anyway.
All the best,
Dark.
----- Original Message -----
From: "Marty Schultz" <ma...@kidfriendlysoftware.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, March 21, 2016 2:46 AM
Subject: Re: [Audyssey] frogger questions - Re: a couple of new games out
fromkidfriendlysoftware
One of the limitations I have is that only stereo is available; I cannot
do sounds in front of you versus behind you. By varying the amplitude, I
can make a sound seem further away, and it usually sounds in front of you.
I licensed the Something Else 3D audio engine for the iphone, but ran into
many difficulties and stopped using it.
Many windows games take advantage of 3D sounds, either through having more
speakers in the headphones, or by the same algorithms used n the something
else 3D engine, but since it was Microsoft that provided the technology,
it was far more stable.
On 3/20/2016 6:05 PM, dark wrote:
Hi Marty.
Obviously previous games of this type haven't had analogue control, but
it's a cool idea.
The simplest way would be for the frog to stay static and the cars move
from side to side ahead of you and then a tap to hop past each car or set
of cars when the coast was clear not using analogue movement at all. That
however is missing a key element of gameplay and would probably be
limited in challenge.
The second way might be to have a varient of the lilly pads gameplay,
with your frog having to cross roads in various directions rather than
streight forward, and need to first turn and face the road itself
(perhaps with an audio beep when on target), then jump when the sounds of
the car or cars were not in the center of the sterrio field.
A more interesting, though probably more problematic idea idea might be
that moving your phone left and right moved your frog along the bottom
of the road with the cars in front of you, and you could jump at any
point.
So for example say you were hearing two cars above you, a fast car coming
in from the left and a slower one from the right. Well you might want to
jump at the far left to leave the maximum amount of time between the fast
moving left cars, provided the right one was out of the way.
On the other hand, for two fast moving cars moving at relative speed, the
clearest place might be in the center.
I'm not sure how much there would be to add to this in terms of audio
mechanics, sinse you'd need to hear the sound of the cars in front of you
and being able to move your phone left and right to alter your frog's
position relative to the cars, and thus choose whether you wanted to jump
in the center, to the right or left depending on the traffic's position.
For example if a very fast car were coming from the left hand side, you
might want to get to the far left of the playing area to give yourself
maximum time between cars, while if there were two cars moving at
relative speeds from opposite ends, then your more likely to have a
chance in the center of the field.
Just some thoughts.
Btw, I appologise if this explanation isn't adequate, however if you want
some ideas on this type of thing or how to do audio arcade games in
general, perhaps checking out previous audio games for pc might help
sinse while they don't have analogue control of the Iphone some of the
audio sound design for arcade challenges was rather good, the game Hunter
for example produced by Bsc programs (and annoyingly now not available
sinse the developer went bust and took his games with him), has some very
well put together sterrio targeting challenges which add together
different elements one after another.
Hopper in particular and the ethos of adding together different elements
to make harder levels in audio very much reminded me of Bsc games and
Hunter in particular.
All the best,
Dark.
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