Hi Dark,

Well, its definitely not beyond reason to create a true 2d
side-scroller in audio. Its more than possible provided that the
developer uses the correct API and tools which is kind of the catch 22
from a developmental aspect.

What I mean by that is in Microsoft DirectSound you can modify the
stereo pan and volume on sounds which generally lends itself to being
very accessible to a blind gamer and it works with no special hardware
to get the most out of it. Unfortunately, DirectSound is now
deprecated , and only provided on Win 7 and Win 8 for backwards
compatibility with Windows XP, and even there DirectSound doesn't work
correctly on modern versions of Windows. So we have to hunt for a
different sound library for games.

First, we have Microsoft XAudio2. Aside for a few bugs it is a very
nice library, but it has no simple 2d stereo pan controls. Believing
that everyone wants 5.1 surround sound if you want to pan a sound in
XAudio2 said developer basically has to write a custom wrapper over
top of the 5.1 surround sound audio and fake a 2d stereo pan which
isn't quite as good as the one in DirectSound.So clearly XAudio2 isn't
for everyone thinking of 2d games unless they want to have 3d audio in
a otherwise 2d game.

Second, the OpenAL audio library has just about everything an audio
game developer could want such as custom DSP effects, virtual 3d
audio, pitch adjustments, etc but it does not have a simple 2d stereo
pan control. Again if a developer wants one it has to essentially be
bolted on top of the existing 5.1 surround sound controls which is
overkill, and I've tried doing this and because it uses logarithmic
roll-off instead of linier roll-off the panning sounds weird to people
use to DirectSound. So while a good option not the best choice for 2d
games.

Finally, the last completely free option is SDL Mixer. Compared to the
other two options it is not as good, generally speaking, but it does
have 2d stereo panning. In fact it has the easiest pan control of any
API I know of. However, the panning isn't as accurate sounding as
DirectSound, is either left or right, meaning you can't really make it
sound closer or further away so it works but doesn't work here.

In short, we just looked at three alternatives for DirectSound, and
can't really get what we need. they either go all the way for virtual
3d and 5.1 surround sound, or have a generic pan control so generic
that it really isn't well suited to audio games. At least, not as
accurate as we are use too.

I'm not really sure what the answer is, but it is something of a
problem for me as I have a 2d game in development, and I need to find
an alternative to DirectSound in order to handle the audio.  Using
DirectSound is merely a temporary measure, and won't really work
beyond Windows 8 anyway. So looking ahead I want to find something
that will make it easier for me to develop 2d games and yet still be
up to date.

Cheers!

On 4/13/13, dark <[email protected]> wrote:
> Hi Tom.
>
> well as I have said before, my spacial memorization is pretty cruddy, though
>
> i find a game like shades of doom playable with my usual landmarks method,
> still this is a point to considder.
>
> that being said, as you've pointed out yourself, there is currently no 3D
> game in audio, so it'd certainly be worth trying and it might be that a 3D
> system with sufficiently advanced navaids is more workable than it sounds,
> and even if it requires effort, as with the 2D fps games it might be that
> that effort is worth making.
>
> i'll also point out however, that a true! 2D game in audio is not beyond
> complexity either, indeed I think if a game with a propper 2D layout which
> took complete advantage of analogue jumps, a full second dimention and
> ledges positioned at many different distances above and below the player,
> the complexity factor would rise again.
>
> for example, in a true 2D game it would be necessary to include an indicator
>
> for the hight of possible reachable ledges which was variable according to
> jump distance. Even in something like prince of persia which only really had
>
> two possible layouts for jump distance, you'd still have to cope with ledges
>
> one or two levels above or below your character, and of course in a game
> like megaman or original monti there would be considderably more since your
>
> jump hight could cover a very large vertical distance which would require
> similar audio indicators.
>
> Beware the Grue!
>
> Dark.
>
>
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