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.
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