Here my uneducated thoughts on what may(!) be possible rather easily:
1) Slowing down ball speed. This could easily become a global option. Are the video preferences readable/settable with your screen reader program?
2) Giving explicit sound hints for balls on/near flippers. There you would have to help me out though, as even after listening to the video i cannot fully get which hints are for what. The 'ticking' sounds (and there are even multiple ones), when are these triggered exactly (maybe you could point to exact time stamps in the video and describe what happens then)? And how is the frequency, etc. dependent on the exact ball movement then? You said the ball is also kinda stuck on the flipper then as it touches it? I wonder if one could do the following: As the ball touches the flipper, one slows down the simulation speed even more for that time. But what then? If the ball rolls down the inlane and then afterwards onto the flipper, i could imagine to just have this 'ticking' sound with increasing pitch as it nears the end of the flipper as the audio. But what if it comes from the middle of the playfield and then just touches it/bounces of it afterwards? One would have to do a different ticking sound as the ball comes nearer to the flipper. Also with additional slowdown of simulation speed??
3) A global ball rolling sound with wide stereo, independent of the contact/material the ball does have (i.e. it will not have separate sounds for playfield, ramps, or the like, just one sound for everything).
You're on the right track with those ideas. The concept of scanning is hard to take apart point by point unless you actually try playing the ESP Pinball tables, so it's hard to explain. Some people even have trouble with it after playing the game for a while, but that's usually for sited people who try it out. The ideas are explained the ESP Pinball Xtreme players guide, witch I will quote here, though keep in mide that the phizicks aren't nearly as advanced in classic, so not everything applies. "Once the ball is safely stuck to the flipper, it's time to scan.
Scanning will go from either left to right, or right to left, depending on the attributes or location of the flipper that the ball has stuck to. In most cases, the direction of the scan will make some kind of logical sense.
Scans are quite dynamic, and are based on the physical location of the ball on the flipper. Hence, a scan where the ball has stuck to the far left edge of an eight inch flipper may appear somewhat different than a scan from that same flipper when the ball has stuck to the far right edge, the center, or some other part of the flipper.
All scans are given from the perspective of the ball itself. While a scan is going, try to imagine that your head has shrunk to the size of a pinball, (don't worry, no one need know that you are imagining this. It'll be our little secret), and that you are facing the direction that the flipper faces.
For example, if a flipper is facing toward the top of the table, (that is, the side furthest away from you), and the scan moves from left to right, then objects are being scanned on the table from the table's left edge to its right.
On the other hand, if the flipper faces the opposite direction, (that is, toward the bottom or nearest side of the table to you), a scan that is going from left to right from the ball's perspective, is in reality going from the right edge to the left on the table.
Did that confuse you? Don't worry. After you play for a while, you'll intuitively begin to understand this concept and it will become second nature to you. Even if you don't, you'll still have fun playing the tables, and you can just forget all about this scanning perspective that we spent all this time explaining to you. If you are, however, not confused, then this will help empower you to rack up high scores and better understand what's happening on the table, as well as how the table is laid out.
When the object you want to whack the ball at comes up in the scan, press that flipper's assigned key to release the ball and send it flying at high speed toward it.
Since ESP Pinball Xtreme uses very complex and realistic physics to control the ball's movements, you may sometimes experience better results my releasing the ball just before or just after the object is scanned. Experimentation with each table will serve you well.
Note: In most cases, scans are a complete 180 degree sweep from left to right, or right to left. This means that the scan will range from 90 degrees to the ball's left side, all the way around to 90 degrees to the ball's right side on a left-to-right scan. This is not a hard and fast rule, however. Some scans on custom tables may work differently, or have a less than 180 degree span." The auditory part of scanning is made of a consistently timed click with sounds overlayed on top at each position if there is an object in direct view of the ball in the direction the ball faces during the scan. The thing with scans is also that when one happens, the ball sticks to the flipper until the user presses that flipper to send it off, so the scan will loop back to the start point once it reaches it's end, assuming it wasn't stopped by sending the ball in a direction by flipping it. The idea of slowing ball speeds down during flipper contact would be nice and helpful, as well as an over all slower speed of motion for the game in general. I think about 3 or 4 pitched sounds could be played during the balls travel tword or away from a flipper would be nice. These would be 1 shot sounds, so you'd define 4 different ranges of distence from the flipper and play the sound for that range upon the ball entering. For example, say we work with a 10 unit virtical space with the flipper at the bottum, YOu might place range points at 10, 8, 6, 4, and 2 units from the flipper, each with a sound descending in pitch based on the previous one. You'd then send a ball down there, and as it roles closser to the flipper, it will play those descending sounds as it enters the effective area of those ranges. The opposit would be true for the upward movement, the sounds would play in ascending pitch instead as the ball goes in the direction of the top of the table. This consept was actually used in a mobile pinball game for blind people. In that example, they used 1 set of fast spoken numbers from 3 to 1 for the left flipper, and another fast set of spoken numbers (in a different voice) for the right. This type of thing could probably be adapted to work with different kinds of tones or clicks.
I would recommend using some sort of constant wave form, like a basic puls wave, that pans to follow the balls position on the flipper, but also changes pitch as the ball comes closer to the end. This would best be done in an upward direction, meaning that the tone would start low pitched closer to the starting point of a flipper and get higher as the ball on flipper movement progresses tword the end. A timed beep of a different sort would be good to warn of the possibility of draining the ball. The faster the beeps, the closer the ball is to a drain. The constant unchanging rolling ball sound would also be useful, as long as the stereo/ surround panning is fine enough. I think these cues should be independently controllable, for those who may only need 1 or a few of them rather than all, though adding an enable all button would help those who would like them all on. I can navigate settings dialog boxes with my screen reader's object movement controls, so those are technically usable, however, a lot, if not all, of the dialog boxes don't allow use of simple system level keyboard commands to focus on different objects/ settings. This means that using the simple standard keys of Tab, Shift+Tab, arrow keys, space, and enter does not work to interact with the settings controls, leaving me no choice but to use the screen reader's virtual navigation commands. What makes this so unusual is that most times when I use the screen reader or mouse click to press something rather than the system commands, the system's standard keyboard focus moves to that item as if I could have tabbed to it, but the keyboard commands still won't do anything. This wasn't as much of a problem in earlier versions of VPX but has become more of one recently. If anything else needs clarification, just ask.
Edited by Acerbt, 09 February 2023 - 03:42 PM.