[…]
I’m a bit worried about the number of effects I’d have to load,
however. I’d end up having to load 50 or so sound effects, and I’m
sure that would take up a bit of memory.
Assuming you’re aiming at low end systems and/or want a handy,
comfortable download size, or you want lots of high quality sound
effects, that could be a problem…
The download size can be dealt with by using Ogg Vorbis or something
for the sound effects, or taking it to extremes and use a custom
structured audio engine. (The latter can be extremely effective, but
creating structured audio is a completely different process, compared
to samples.) However, if you need to run on systems with very little
RAM, you’ll probably also have to deal with CPUs that are too slow to
decode or render sounds in real time. You can still shrink the
download by decoding/rendering in the installer or when loading
levels, or even let the user decide.
A slightly different approach is to make the most of a smaller set of
waveforms by means of simple real time effects, like changing the
pitch, looping, “coarse” granular syntesis (playing lots of short
sounds with varying volume and pitch), simple filters (a 12 dB/oct
resonant SVR, for example), feedback delays, waveshapers,
compressors… I think you can do at least some of this with
SDL_Mixer (fx plugins), so you shouldn’t need to roll your own sound
engine, unless you’re going for really advanced stuff.
//David Olofson - Programmer, Composer, Open Source Advocate
.- Audiality -----------------------------------------------.
| Free/Open Source audio engine for games and multimedia. |
| MIDI, modular synthesis, real time effects, scripting,… |
`-----------------------------------> http://audiality.org -’
— http://olofson.net — http://www.reologica.se —On Tuesday 08 November 2005 09.27, James OMeara wrote: