Beginning Game Audio Programming by Mason McCuskey

By Mason McCuskey

Historical past: I created a online game engine (Goblin 2nd+ Engine) and for sound simply used a third occasion library (BASS). although I fast came across the extra A$150 for BASS was once 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 inspiration it used to be a hopeless dream to create my very own sound engine.

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

Using this publication because the foundation i used to be capable of create an absolutely useful sound library for my engine with all of the good points i used to be utilizing in BASS.

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

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

The publication fills within the gaps MSDN turns out to depart out. additionally, not like loads of books, Mason has now not minimize and paste from MSDN documentation.

Thanks Mason!

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44 Chapter 4: Loading WAV Files Chapter 4: Loading WAV Files 45 Audio Format First, there's the audio format. This is a two byte piece of data that tells you whether the data chunk is compressed. For uncompressed WAVs, this attribute is 1, which means the data chunk is stored using Pulse Code Modulation (PCM). PCM is a fancy way of saying that the wave data is uncompressed. 1). H for the entire list. Tip There are a few libraries available online that allow you to read various compressed wave formats.

But how do you get the wave file into the resource to begin with? Here's the recipe for adding a wave file to your program's resources: If you don't already have a resource file, you need to create one and add it to your project. In DevStudio, select New from the File menu, and select Resource Script as the type of file. rc, where project name is what you named your EXE, DSP, and DSW. rc. Close the file immediately after DevStudio opens it up for you. 3). Click this tab, then right-click on the topmost folder.

Once it's got the loader, it gets a performance object. All of these calls use CoCreateInstance, a COM API function that you can use to create any COM object. Some of the other components hide all this CoCreateInstance stuff inside functions, but with DirectMusic, there are just too many COM interfaces to make that practical, so you have to deal directly with the CoCreateInstance function. Essentially, CoCreateInstance creates an object of a certain class, and an interface used to talk to that new object.

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