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Beginning Game Audio Programming by Mason McCuskey

By Mason McCuskey

History: I created a online game engine (Goblin 2nd+ Engine) and for sound simply used a third get together library (BASS). besides the fact that I speedy came upon 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 used to be killing it.

I knew not anything approximately sound programming so proposal 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 gains i used to be utilizing in BASS.

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

If a person desires to see this in action...

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

Thanks Mason!

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It is so smart that it knows when to delete objects that are no longer being used. Many programmers use smart pointers to help ease the burden of memory management, especially when also using exceptions. If you'd like a refresher course on what a smart pointer is, consult the links on your CD. The smart pointers for the audio engine all derive from a common base class, which also happens to be a template. h, which is based closely on code by David Harvey. On the CD, I've included a link to the article that originally accompanied the code; go there if you want to learn how it works.

Instead, they throw error classes, which contain not only the error, but some diagnostic information and context about why and when the error occurred. This book's audio engine stores that information in a CError object, outlined here: class CError { public: CError(HRESULT hr, std::string err, std::string filename, int line) { SetFile(filename); SetError(err); SetLine(line); if (hr) SetReason(DXGetErrorString8(hr)); } virtual ~CError() { } std::string GetFile() { return(m_File); } void SetFile(std::string f) { m_File = f; } std::string GetError() { return(m_Error); } void SetError(std::string f) { m_Error = f; } int GetLine() { return(m_Line); } void SetLine(int l) { m_Line = l; } std::string GetReason() { return(m_Reason); } void SetReason(std::string f) { m_Reason = f; } std::string GetMessageBoxString(); protected: std::string m_File; int m_Line; std::string m_Error; std::string m_Reason; }; As you can see, CError is a pretty simple class.

LockResource takes a HGLOBAL and gives back a pointer to the resource data in memory. The code puts this pointer into the pbMemData member of the DMUS_OBJECTDESC structure, and it's good to go. Note also the call to SizeofResource to determine how big a resource is. Ch4p2_WAVInResource demonstrates the use of this method. 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.

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