Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[DISCUSSION][NEW FEATURE]acustic feedback of the remaining time of the combo #30

Open
jefgenowitsch opened this issue Mar 21, 2017 · 20 comments

Comments

@jefgenowitsch
Copy link

jefgenowitsch commented Mar 21, 2017

What do you think of having the remaining combo time presented through audio?
Defenzor thought doing this with a synthesizer.

Here is an example:
https://www.youtube.com/watch?v=nHAe6nCY3rg

@kroyee
Copy link
Owner

kroyee commented Mar 21, 2017

He's just jumping on that poor thing the whole video. I didn't hear any synthesizer?
Wrong link?

@jefgenowitsch
Copy link
Author

jefgenowitsch commented Mar 21, 2017

The first jumps: the sound gets higher.

BTW. I fell in love with speedblocks. Thank you for your effort!

@zDEFz
Copy link
Contributor

zDEFz commented Mar 21, 2017

my idea is to make use of a synthesizer
high time remaining = high pitch
low time remaining = low
what about it?
its about combo time remaining

@kroyee
Copy link
Owner

kroyee commented Mar 21, 2017

Ah, ok... Now I get it. 👍
SFML actually supports this, you can .pitch() a sound so it would be very easy to implements.
When would it play though? Everytime you add time to the timer, every second, every piece placed?

@zDEFz
Copy link
Contributor

zDEFz commented Mar 21, 2017

The Synthesizer should only play if a higher combo has been reached and if the remaining time gets to a certain degree to be able to estimate the remaining time without looking.

After i did a line clear i get a remember tone in the right pitch according to my combo / remaining time.

@Noir-
Copy link
Collaborator

Noir- commented Mar 21, 2017

Could be interesting. But this could be conflicting with the sound indicating the combo height. I think the easiest approach would be a warning tone every time a certain absolute amount of time (Like 2 sec, 1 sec, 0,5 sec) is left.

Btw: Can we change the title to something meaningful?

@zDEFz
Copy link
Contributor

zDEFz commented Mar 21, 2017

Or we implement something like this!

https://www.youtube.com/watch?v=2nJQfm-Raks

@kroyee
Copy link
Owner

kroyee commented Mar 21, 2017

I like that idea... a ticking clock that goes faster the less time you have (or pitch, or combined).
If it can be done fairly discrete so it's not a pain in the butt to have on.

@ghost
Copy link

ghost commented Mar 21, 2017

@Noir- Something like: Combo and time based synthesizer.

@jefgenowitsch
Copy link
Author

jefgenowitsch commented Mar 21, 2017

Just a first thought: (Think of a church bell, a tone for the hour and a certain tone for 15/30 min)
For speedblocks: Specific tone for each combo and for the remaining time something similar to this: https://www.youtube.com/watch?v=ueBlmU2Ilr0

But I also could imagine that this COULD be an overload of acoustic, when not perfectly designed.
However, I think that this could squeeze a bit more skill out of the players.

@jefgenowitsch jefgenowitsch changed the title Idea for a new feature [DISCUSSION][NEW FEATURE]accustic feedback of the remaining time of the combo Mar 21, 2017
@ghost
Copy link

ghost commented Mar 21, 2017

Just to add on to what people are saying about pitch based combo sounds, can you watch this and tell me if this is what you guys mean?

https://www.youtube.com/watch?v=Q-nmX5eQS2c

@jefgenowitsch jefgenowitsch changed the title [DISCUSSION][NEW FEATURE]accustic feedback of the remaining time of the combo [DISCUSSION][NEW FEATURE]acustic feedback of the remaining time of the combo Mar 21, 2017
@chinatsu
Copy link
Contributor

@Expl0sive That's more an indication of how far along the combo has gone, the suggestion is to have a sound to indicate the remaining timer.

@ghost
Copy link

ghost commented Mar 21, 2017

@jefgenowitsch "acoustic" is what you want to spell?

@zDEFz
Copy link
Contributor

zDEFz commented Mar 21, 2017

@Expl0sive your link is broken

@ghost
Copy link

ghost commented Mar 21, 2017

@chinatsu Yes. correct , but this can also be used for changing the combo's pitch based on the remainder of the time for a specific combo (the one you are on) e.g. - 12 combo with half combo timer remaining. You clear at that exact time so it's 0.5 which plays the pitch assigned to the 12 combo at the 0.5 time. The same can be done for every other combo. So 0.125's 0.250's 0.50's etc...

@Noir-
Copy link
Collaborator

Noir- commented Mar 21, 2017

A clock ticking faster while time decreases sounds like a good idea. Everything else could be very noisy.

@kroyee
Copy link
Owner

kroyee commented Mar 21, 2017

I pushed a test of a ticking-clock implementation to branch tickingclock.

@kb1900
Copy link

kb1900 commented Mar 21, 2017

Please see #32 @kroyee which may not be easily compatible with a ticking clock set up

@zDEFz
Copy link
Contributor

zDEFz commented Mar 21, 2017

@kb1900 maybe we could might use that for ONLY 1/4 of time remaining OR in between.

@kroyee
Copy link
Owner

kroyee commented Mar 26, 2017

I merge master into tickingclock, so that branch is now up-to-date.
If anyone care to give it a try that would be great. You can experiment with changing the ticktock.wav to try different sounds. The sound loops so it can be how long/short as you like.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

6 participants