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OpenAL Lesson 6: Advanced Loading and Error Handles

by Jesse Maurais Jun 14, 2003 at 08:36

We've been doing some pretty simple stuff up until now that didn't require us to be very precise in the way we've handled things. The reason for this is that we have been writing code for simplicity in order to learn easier, rather that for robustness. Since we are going Read more »

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OpenAL Lesson 5: Sources Sharing Buffers

by Jesse Maurais Jun 14, 2003 at 08:34

At this point in the OpenAL series I will show one method of having your buffers be shared among many sources. This is a very logical and natural step, and it is so easy that some of you may have already done this yourself. If you have you may just Read more »

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OpenAL Lesson 4: The ALC

by Jesse Maurais Jun 14, 2003 at 08:32

Up until now we have been letting Alut do all the real tricky stuff for us. For example handling the audio devices. It's really nice that the Alut library is there to provide this functionality, but any smart coder will want to know exactly what their doing. We may want Read more »

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OpenAL Lesson 3: Multiple Sources

by Jesse Maurais Jun 14, 2003 at 08:30

Hello. It's been a while since my last tutorial. But better late than never I guess. Since I'm sure your all impatient to read the latest tutorial, I'll just jump right into it. What we hope to accomplish with this one is to be able to play more that one Read more »

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OpenAL Lesson 2: Looping and Fadeaway

by Jesse Maurais Jun 14, 2003 at 08:27

Hope you found the last tutorial of some use. I know I did. This will be a real quick and easy tutorial. It won't get too much more complicated at this point. #include <conio.h> #include <time.h> #include <stdlib.h> #include <al/al.h> #include <al/alc.h> #includ... Read more »

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OpenAL Lesson 1: Simple Static Sound

by Jesse Maurais Jun 14, 2003 at 08:22

Introduction Welcome to the exciting world of OpenAL! OpenAL is still in a stage of growth, and even though there is an ever larger following to the API it still hasn't reached it's full potential. One of the big reasons for this is that there is still not yet hardware Read more »

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