On 27-Mar-06, at 11:29 AM, Phil M wrote:
Here are a few questions I have run across as I am adding sounds to
my game.
If you're looking for advanced game audio (especially 3D audio) don't
bother with the built-in classes. Declare out to OpenAL or FMOD instead.
Personally I prefer FMOD since it does more and is easier to use, but
it (may) cost money whereas OpenAL is free. What I like about FMOD is
that there's no guess work - you specifically decompress a sample
entirely into memory or set up a stream. FMOD can also get detailed
information on samples like duration, bit depth, frequency, etc., and
manipulate samples in useful ways that RB's Sound class can't; change
pitch, set loop points, etc. The 3D engine is also proven and superb,
it's used in games like World of Warcraft and Far Cry among others.
This is starting to sound like a commercial but I'm just a happy user :)
I have open source RB classes to interface with FMOD available on my
site if you're interested: <http://developer.chaoticbox.com/>. I just
wish I had more time to add support for advanced FMOD Ex features
like submixers, DSP FX, and 3D geometry.
6. What software that you guys use for editing samples?
I'll second the Audacity recommendation <http://
audacity.sourceforge.net/>. I have a dedicated PC DAW with Cubase and
a myriad of plugins/hardware interfaces and still keep Audacity
installed for sound design. On OS X be sure to grab both the stable
release and the 1.30 beta - it can use AU plugins whereas the
previous releases only support VST. There are some decent freebie VST/
AU compressor/expander plugins available if you dig around. I'd
recommend doing some searches at KVR: <http://www.kvraudio.com/get.php>
Frank.
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