Yos and heys.
I threw this together in a few minutes, so how it works probably needs refining. I wanted to see if I'm going in the right direction, though, and if anyone has any ideas for improvement:
http://dl.dropbox.com/u/16520690/ambpath.zip
Something I've been wanting to do in Audio games for years and years is to try and simulate realistic cane-free navigation. I really don't think this does it, but it's kind of an offshoot of my main idea in that direction.
Instead of having objects make sound, the idea is that barriers break sound. In this case, the position of the ambience indicates how much space there is in a given direction.
This doesn't work so well for narrow spaces, so I also have it adjust the pitch based on how much overall space there is. The lower the pitch, the narrower the passage that you're in.
So if the sound is loud, centered, and at the original pitch, then you have the same amount of space in all directions, and it's reasonably large.
If it's quiet, off to the right and slightly low-pitched, then you're probably in the northwest corner of an area.
Good luck, and be sure to punch Daredevil in the face for that rain myth.
"If you want utopia but reality gives you Lovecraft, you don't give up, you carve your utopia out of the corpses of dead gods."
MaxAngor wrote:
George... Don't do that.