This sunday, I did the biggest playtesting & documentation session yet. Results: Vastly different responses among first-time players. The degree to which people "got it", i.e. knew what to do and how to do it, varied greatly. After some adaptation, though, almost everybody ...Read More

today i have been working on state management, change between the game modes, and a smooth, simple and complete top-down view that utilizes the spectral data. also, there are several bugs and instabilities in the engine (sometimes a sound won't ...Read More

on monday i had an in-class setup with players testing all three game-modes (collecting, catching & matching sounds). the response was good. the game works at its core, which is quite amazing in itself. apart from some tweaking of the game ...Read More

one issue i am struggling with is accuracy in the heading measurements. the problem is that since openNI estimates position and orientation of all the joints, and this estimation is often inaccurate, especially when the player is facing away from the ...Read More

The current status of the system is as follows: Users can calibrate and then hunt down the first two sounds. Orientation tracking is just good enough to be usable (although jittery and nonlinear at times), hand tracking is generally good, with ...Read More

quick technical update: after I made a barebones fmod engine for the game and saw the amount of work that would have to go into it to even recreate part of what i had in max/msp, i gave it one ...Read More

I've been running into technical trouble, mainly the fact that the spatial audio system I built in MaxMSP is having severe performance issues. I'm currently trying to redo the audio engine part in C++/FMOD. Now, the main differences are: FMOD: + automated 3D ...Read More

Tests last weekend have resulted in the realization that the ep.binSpat maxmsp external I am currently using is only good for a limited range of sounds. It's perfect for speech. A humming with a slight reverb, though, or a sinewave ...Read More

i decided to switch to wireless headphones (from a speaker setup) and try a very simple game with some volunteers. once calibrated with the kinect, the player hears a periodic "ping" sound. the goal is to collect the sound. the player has ...Read More

I did some experiments: - Hooked up a MOTU traveller with 4 speakers - Cinder ran Kinect code, sent data (x/y coordinates of player position and of object positions) to Max - Max calculated the angle and distance of the objects to the ...Read More