Hi, Also there is another way to secure sound effects and it is about as full proof as it gets. In Visual C++ you can clude your effects as a resource, and compile it directly in to the *.exe file. It pretty much insures no one will get at them. You can also build them in to a *.dll and access them remotely. I recommend the *.dll as it makes them extremely secure, and it doesn't make your *.exe file the size of Texas.
> it is an interesting topic though. if people do want to encrypt their sounds > they all do it in different ways. some people use comaudio to do all the > dirty work, some people use other external software, and then there are > those that try and disguise them by changing a .zip filename to .dat or > something similar, then there are those experts that write out their own > encryption/decryption routines. i wouldn't encrypt many of my game sounds, > as it can be fun to change the sounds and hear what it sounds like with > different effects, but as i learned quite a while back by thomas here, and > other devs on this list, some companies think differently, so we all have to > respect their policies, which i can fully understand. > > regards, > > damien > _______________________________________________ Gamers mailing list .. [email protected] To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
