28/05/25 – Reflection: Audio Logic Challenges, Reset Function, and Testing Prep

28/05/2025

πŸ”Š Audio Playback – Atom Trigger Issue

I attempted to implement a system where sounds would play based on progress through the roomsβ€”specifically after completing challenges.

Planned Setup:

  • Used a global Float atom to track progress (1 = first room done, 2 = second room done).

  • Sound hotspots were set to trigger when the float value matched == 1 or == 2.

Issue:

  • When leaving a room, the trigger attempts to play the sound in the previous sceneβ€”but by then, it's already transitioning into the next one.

  • Result: the sound never actually plays. It works in theory, but not in live transitions.

πŸ’‘ Workaround: Whiteboard Reveal β†’ Sound Trigger

Instead of triggering sounds from the global atom directly, I've now:

  • Set the "wipe-to-reveal" whiteboard clue to trigger the sound after a puzzle is solved.

  • This plays a voice clip of me goading or congratulating the players.

So far, it seems to work well. The tone is light-hearted and adds a bit of narrative humour. Still testing how well it lands with different audiences.

πŸ” Full-System Reset – Looping for All-Day Use

I've successfully built a reset button that:

  • Resets all global atoms to their starting values.

  • Returns the player to the opening scene.

This creates a fully loopable system, meaning I can:

  • Run the game continuously throughout the day.

  • Avoid manually restarting the pod between groups.

  • Focus on support and observation rather than technical resets.

I'm even considering using walkie-talkies so I can monitor the room from outside and offer help remotely if needed.

πŸ“… Testing Timeline & Review Team

I now have:

  • A full test run booked for June 13th with the Immersive Leads, Principal, and Vice Principal.

  • I'd prefer them to see the most polished version possible, so I'm aiming to run:

    • At least one internal test next week with trusted colleagues

    • Gather feedback

    • Make any final polish tweaks before the formal presentation

πŸ“Έ Documentation & Website Blogging

I've started taking screenshots of all Atom settings and puzzle setups and uploading them to my blog on the website. This is helping me:

  • Track my own logic

  • Record progress

  • Avoid forgetting how things were built (which, let's be honest, I always do)

🎡 Audio & Ambience Progress

  • Added rain sounds to complement the rainy window visualsβ€”it now feels like a real room.

  • Swapped out Mission: Impossible music for a track from the Tron: Legacy soundtrack. It has that "entering-the-game" feel which suits the Blockbuster/hexagon challenge.

Possibly renaming that challenge to "The Grid" in homage to Tron, though not totally sold on the name yet.

⚠️ Difficulty Concerns: Hexagon Game

The hexagon game is now pretty challenging, especially toward the end. I'm monitoring this closely.

Solution Option (in testing):

  • Add a "Help" button that:

    • Temporarily disables the reset mechanic

    • Gives teams a breather if they're stuck

But I'll only implement that if multiple teams struggle, not just one. I don't want to water down the challenge prematurely.

βœ… Summary of Progress

  • βœ” Identified sound trigger issue during room transitions

  • βœ” Built workaround using clue reveals to trigger sounds

  • βœ” Created full-system reset for all-day looping use

  • βœ” Scheduled formal test session with senior leadership

  • βœ” Launched blog-based build log with screenshots

  • βœ” Added audio atmosphere: rain and new soundtrack

  • βœ” Set up final test plan and volunteer group for refinement

Sound Trigger ATOMS

Global Atom 

Sound Hotspot ATOM - Instruction to trigger the sound

Wipe to reveal completed adds 1 to the int ATOM, every additional increase triggers a different sound. This means the sound will trigger in order, regardless of the order the tasks are completed in.

Global Timer Atoms

Global ATOM - float (1500 seconds = 25 minutes)

Set this on every clock and they will all run in time with each other, and trigger an end sequence when completed

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