Re: [Audyssey] holes in shields

2014-05-25 Thread Thomas Ward
Hi Dark, That is what I was thinking. We sometimes think of shields as simply being energy barriers, but that is not necessarily so. The shields in Space Invaders were often called walls, and one could think of them as being physical shields rather than just being energy. In such a case if you mov

Re: [Audyssey] holes in shields

2014-05-23 Thread dark
Muting the enemy sound would also be a nice atmospheric measure sinse it wuld give you the audio sense of crouching in a small space with the enemy bombardment occurring outside. Beware the Grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mai

Re: [Audyssey] holes in shields

2014-05-22 Thread Thomas Ward
Hi Jeremy, Not sure about using echo to denote damaged shields, but what I think would work better is a low--pass filter. When your gun is under an undamaged shield the sounds of the enemies above you are muted. If you are under a damaged shield you can hear them through the cracks in the shield a

Re: [Audyssey] holes in shields

2014-05-22 Thread dark
Rythm is an interesting idea for an indicator. I have seen rapidity of sound used in games before for information, but not directly working on rythm. My only concern would be whether it would be distinguishable, particularly say picking out two distinct sounds in rythm together against a large

Re: [Audyssey] holes in shields

2014-05-21 Thread Jeremy Brown
Thomas, Not a perfect solution, but perhaps this is a place where that reverb idea would come in handy. Flat nonreflective sound for a whole shield, lot of echo for a hole. It's somewhat similar to what I experience walking along. If a wall or fence or other obstacle is to one side, that area f