Mason McCuskey's 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 social gathering library (BASS). notwithstanding I fast chanced on the extra A$150 for BASS used to be effecting the uptake of my engine since it used to be US$59.95 and the extra A$150 for BASS was once killing it.

I knew not anything approximately sound programming so notion it used to be a hopeless dream to create my very own sound engine.

In desperation i purchased this e-book and was once stunned (not simply by the CD in 1 million bits :S)

Using this booklet because the foundation i used to be in a position to create a completely useful sound library for my engine with all of the gains i used to be utilizing in BASS.

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

If someone desires to see this in action...

The booklet fills within the gaps MSDN turns out to go away out. additionally, not like loads of books, Mason has now not lower and paste from MSDN documentation.

Thanks Mason!

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Extra resources for Beginning Game Audio Programming

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1). H for the entire list. Tip There are a few libraries available online that allow you to read various compressed wave formats. I've included links to a few of them on your CD. As you can see, there are a ton of formats available, and writing code for all of them would take forever. Fortunately, the vast majority of the WAVE files out there are PCM, and you can always use a program to convert a non-PCM wave into a PCM one. If you do have to (or want to) write your own WAV file parser, my advice would be to only support PCM.

3: After inserting an RC file into your project, you get a new ResourceView tab. 4: Importing a WAV file into your application's resources. Next, you need to tell DevStudio what kind of resource this is. You can pick anything you want for the resource type, but you should remember to pass that same type to the LoadSound method of the audio manager. I use "WAVE" to denote wave files. If all goes well, you should see your custom resource listed underneath a folder with a name identical to the resource type name you specified in the last step.

The Ch3p2_DirectSound sample program illustrates how to play back a sound using just the DirectSound interfaces. Windows API Waveform Audio If you don't want to use DirectX at all, there's another option for getting wave files out the speakers: use the Win32 API—specifically, the Waveform Audio functions. The Waveform Audio segment of the SDK is documented inside MSDN, at Platform SDK\Graphics and Multimedia Services\Multimedia Audio\Waveform Audio. In particular, pay attention to the Win32 API function, PlaySound, which can play a sound from disk, on a resource, or in memory.

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Beginning Game Audio Programming by Mason McCuskey

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