well I have been spending a lot of time with the deathmatch series.
in particular the deathmatch2 sounds.
and its easy to commit a game to crap when you are a user.
I found it extremely complex to find the sound, the right sound, the
right licenced sound, and to put it together.
Then there were issues like sounds not looping well, and some decoded
sounds needing to be recorded again because their decoded ones sounded wrong.
Then again there were times where I knew exactly what I wanted, where
in my monster lib of free comercial and other sfx it was, down to the
folder it was in.
and never mind the forking coding of the game sounds, some were in wav.
some were in vorbis.
not to mention the winlame vorbis encoder has access issues with the
quality contol settings but luckily I didn't need to monkey with it.
Some sounds I had to switch unused stuff round.
I was one of those users that hadn't cared much but yeah if something
sounds crappy its probably because nothing better could be found at the time.
I spent the last 3 days hacking files, and its really crazy.
At 02:48 AM 7/22/2013, you wrote:
Hi James,
The sad part is BGT is relatively simple compared to writing a game
completely from scratch in C++ or another advanced programming
language. The interfaces to things such as DirectSound are very very
difficult without a wrapper library like Streemway to provide high
level access. I only wish that more gamers could appreciate the sheer
amount of work that goes into a single audio game.
Cheers!
On 7/21/13, James Bartlett <[email protected]> wrote:
> Hi there
>
> Tell me about it. I'm working on a game with BGT. It's my first time
> programing so it's a good program to start with, but I just didn't know how
>
> much work went into making a game.
>
> bfn
> James
>
> --------------------------------------------------
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