At 8:29 AM -0800 3/27/06, Phil M wrote:
1. When you drag sounds to the project, how do they get stored when
compiled? As is, (like MP3) or as some native sound format for the
platform?
A native sound format for the platform. Not that this is what I
would recommend for a game...
2. Is there a way to preload the sounds that are dragged into the project?
Sure, just reference them. You don't have to play them, just assign
them to a dummy variable (or even just Call them, which gets a
reference to them and then throws it out).
3. Does Sound require QuickTime to be installed on Windows systems?
No. Sound on Windows uses DirectSound for WAV files, and Windows
Media Player for MP3s and other such formats.
4. Has anyone developed a SoundManager module which can be used to
adjust global settings like Music Volume, Sound Volume (if OFF the
sounds do not play at all)? If not, what other features would you
like to see in something like this?
Sorry, I'm not sure what you're after here. Seems like there is
nothing to such a module except a couple of properties to store those
global settings, and when you play a sound, you make use of them.
5. Is there any way to get the duration of the sound?
No easy way, no. Though you can play it and periodically check
..IsPlaying, if that helps.
6. What software that you guys use for editing samples?
For OS X, I recommend Audacity.
Also, for a game, I recommend storing your sounds external to the
app, and loading them at runtime. This makes it very easy to
reference a sound by name in your code, and to change the sounds on
the fly for rapid testing. Sure, it also lets your users change the
sounds easily, but so what? If it enhances their fun, then I say let
them go for it.
For an example, look at pretty much any of the RB games at
<http://www.codenautics.com/>.
HTH,
- Joe
--
Joseph J. Strout
joe at strout dot net
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