Get Beginning Game Audio Programming PDF

By Mason McCuskey

ISBN-10: 0585495394

ISBN-13: 9780585495392

ISBN-10: 1592000290

ISBN-13: 9781592000296

Heritage: I created a video game engine (Goblin 2nd+ Engine) and for sound simply used a third celebration library (BASS). besides the fact that I speedy came across the extra A$150 for BASS used to be effecting the uptake of my engine since it was once US$59.95 and the extra A$150 for BASS used to be killing it.

I knew not anything approximately sound programming so proposal it was once a hopeless dream to create my very own sound engine.

In desperation i purchased this booklet and used to be shocked (not simply by the CD in 1 million bits :S)

Using this e-book because the foundation i used to be in a position to create an absolutely practical sound library for my engine with all of the good points i used to be utilizing in BASS.

Sound results, track, 3d positional sound, panning, quantity, pitch, enjoying .MOD tune, OGG decoder. primarily all of the performance I wanted.

If a person desires to see this in action... www.hoek.inkblue.com.

The booklet fills within the gaps MSDN turns out to go away out. additionally, in contrast to loads of books, Mason has no longer reduce and paste from MSDN documentation.

Thanks Mason!

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Additional info for Beginning Game Audio Programming

Example text

After the chunk ID and the chunk size, the only thing left is a FOURCC that describes what's actually in this RIFF file. " For other types of RIFF files, there will be different codes here. " Note that the size of this chunk is the size of the next two chunks plus the four bytes used to contain the format data. The Format Chunk Now it gets interesting. The format chunk contains everything you need to properly interpret the data chunk. 1, this chunk tells you the audio format, number of channels, sample rate, byte rate, block alignment, and bits per sample of the data.

The primary segment usually dictates the parameters of the music (for example, the tempo, chord pattern, and so on). You'll learn more about this in the coming chapters; for now, just remember that the only way to have multiple sound effects playing is by making sure they play as secondary segments. Goodbye PlaySegment, Hello PlaySegmentEx In the last chapter, you used the PlaySegment method of the DirectMusic performance object as the workhorse for getting sounds to play. This works well for simple one-sound playback, but to get the same sound to play many times, you need to use PlaySegmentEx.

There's also a way to get the performance interface directly. Internally, CAudioManager keeps track of the performance and loader interfaces, as well as an m_InitGood flag that keeps track of whether the manager has been initialized properly. The m_PerfChannels constant represents the number of performance channels, also known simplistically as the number of sounds you can play at once. Tip Your CD contains several source code snapshots of the audio engine as it stands for each chapter. h files in the Chapter 3 directory only contain the functionality discussed in Chapter 3.

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Beginning Game Audio Programming by Mason McCuskey


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