Audible Intelligence [V1.0]

{SCRIPTS}

You can purchase this off our website or wait until Asset Store Approval.
Our website is -

DEMO - You may have to speak louder as it is left at default settings.
http://warhead-designz.com/DEMOGAMES/Builds.html
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Hey guys, first off let me try my best to explain what Audible Intelligence is.

About -

Audible Intelligence is a nifty idea that I became create, and that what if, the enemy in the game could actually react to the noise we make?

Such as for example - if we are running through our level (a horror game) and we see this monster and we need to hide to survive, sure that’s fine and dandy, but then again, hiding in real life is more than just hiding behind a wall, what if this monster could actually HEAR you and react to the noise we make?

I do not mean the sounds in game, I mean the sounds (WE) make, what if this monster could actually hear us breath heavy? Well I have created V1.0 of this!

How this works is, the player will have a sphere collider that goes around them centered to their position.
This sphere will get bigger the louder a noise we make gets. If I slam my hand down getting mad, this said monster will come charging the last known position this noise was made at, if the noise radius reaches this said monster.

Another example, lets say we are a sniper.
If we breath too loud, you could easily program the the scope to get wobbly and harder to get good accuracy.

I hope this is making sense.

This set of scripts will work with (Computer, Web Player and Mobile devices) anything that has a built in Microphone.
I hope you all enjoy this amazing new product that will be on the asset store fairly soon!
(It is already on our store.)

here is two videos for you to check out!

[Ai detecting sound]

[Setting up your player 2 different ways]

1 Like

Neat idea :slight_smile:

Yes sir :).

I hope people enjoy it, it truly is something that can start a whole new genre of games.

Seems like it’d be easy to just get the relative volume of incoming sound from the microphone and use that to affect whatever you want via script, with distance affecting the volume. I can’t see the point of the collider. It doesn’t even seem like a difficult system to implement.

The new game in the Alien franchise has this feature, I believe. I remember Penny Arcade or something talking about it.

Unless Unity has changed, there is know way possible to determine the loudness of the volume per-distance.
You have to capture incoming frequencies and amplify the packet signals to match properly.
There is virtually no information on the net about this, I just had to figure it out.
I mean I came across bits and pieces of things, but they didn’t really make too much sense, I could find stuff about
Microphone Input, but that was the least of my worries, but how to actually modify the signals to my advantage, that was the hard part, as again, there is like almost no information about doing so.

I mean in-game distance, not real life distance.

I can’t see a way this would work reliably without making the player calibrate their microphone at least once, either.

This looks very interesting, thanks N1warhead :slight_smile:

Will you be having the same special release price on the asset store as on your shop page? I’m a sucker for convenience and like Steam, the Asset Store makes keeping assets up to date very easy.

Thank you :wink: I’m sorry but i had submitted for the price to be 30. I was gonna see how 20 dollar release on our website did, which last time i check, 0 sales :frowning: but if you purchase off of our website, it is suppose to aleart you via email on updates, and can redownload it unlimited times.

Im actually gonna put that in next version, i never thought of calibration. But your not understanding how this works. Unity has no way to calulate a volume in game at a distane. If ur volume is 0.8, no matter how far our close, the volume is still 0.8. Trust me this is the first way i attempted it, and as far i could tell the same way everyone else tried as failed.

A pity that the price will be more on the asset store :frowning: Any chance you will consider revising the price a bit once it is on the asset store? hopes

Yeah I’m probably gonna just put it back to 20 once it’s uploaded. I’d change it back now before it’s even there.
However, I don’t want to approval process to take longer…

So once it’s on there, I’ll drop it back down to 20, which may take a couple days, but I’ve seen it take less than 24 hours to have an update approved, so hopefully it won’t take to long for the updated price :slight_smile:

[ EDIT ]

I had placed the demo link on first post on this thread, I forgot to add it! Sorry!

Audible Intelligence V1.0 has been accepted!
It will be online within the hour!

@LadyAth I also changed the price to 20 dollars

here you go guys!

Hope you Enjoy!

Great stuff, picked it up on release and will be playing with it in the next couple of days. I’ll be sure to leave a review as soon as I have - thank you for being accommodating on this with the price - very much appreciated.

No problem buddy hope you enjoy:)

cough Not a guy :slight_smile:

LOL I never said anything about a guy, I called you buddy, which means friend lol.

LOL np then. In my country ‘buddy’ tends to refer to guys.

Oh I’m sorry, I didn’t mean to offend you.
Guess it is true, something that is harmless in ones nation could be a complete offense that really offends some in others.

I’m truly sorry for offending you, didn’t mean too!

No offense was taken :slight_smile: Apologies for derailing your thread. Maybe to get more back on track - what would be the potential for using your asset with an Oculus Rift? Particularly in a horror game where the increased immersion will likely have a distinct effect in how ‘noisy’ the player gets?

Well, if Rift has a Microphone. it should add a lot of reaism into your game(s).
Because if Rift has access to Microphone Input, then the sphere that stays inside your player will go in and out as you breath, you can adjust the “amp” variable from 0.2 to a higher number to have it progress further out, or lower it for it not to be as progressive.

I left it at 0.2 as a default standard, by increasing the amp variable, you make the sphere more sensitive to the noise we make, so depending on the type of game it is, sound can travel at a greater distance or never travel at all.
The glory of this is, even normal in game sounds will be picked up, so if you’re shooting your gun on a game, and if the mic can pick it up, the sound threshold will amplify and the enemy hear it as well :).

I hope that answered your question(s)?
:).