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 Post subject: Re: Sounds
Post #21 Posted: Sat Feb 05, 2011 2:24 am 
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I've set the beeping to 4 seconds. That way I need to play directly after the third beep.

One thing that's a bit annoying is that it beeps when my opponent is running low on time too. Occasionally useful to give him additional time, but usually just annoying.

Worms used some variant of the tone based countdown. And that worked pretty well in my experience, even for people like me who at hearing such stuff.

Another possibility is loading an audio file saved in a certain location. That way advanced users get what they want without much work.

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 Post subject: Re: Sounds
Post #22 Posted: Mon Feb 07, 2011 2:25 am 
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Wbaduk has good countdown and I move self there whenever I play blitz, so just take what they do and implement it on kgs. Everyone will be happy.

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 Post subject: Re: Sounds
Post #23 Posted: Mon Feb 14, 2011 9:30 pm 
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All of this debate is stimulating, to be sure. However, I would be happy to have an option where the alarm for game challenges and automatch games sounds, but the clicking of the stones does not.

Is this too complicated to include in a release soon?

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 Post subject: Re: Sounds
Post #24 Posted: Tue Feb 15, 2011 2:31 am 
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Violence wrote:
What about using a musical scale?

I think regardless of culture, people can regard Middle C very much like zero.

So on ten seconds, you play the E above an octave about Middle C, and then count down with major notes to middle C.

E, D, C, B, A, G, F, E, D, C.

Or some kind of similar tonal progression.


My suggestion: time is running out

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Last edited by daal on Tue Feb 15, 2011 2:12 pm, edited 1 time in total.
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 Post subject: Re: Sounds
Post #25 Posted: Tue Feb 15, 2011 1:52 pm 
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If you start a fund/collection, I'm sure wms would do this for something less than $100,000 a year. :) (I'm teasing you guys, of course.)

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