Hi
Im making an audio engine, and i need some help to determine how to arrange the base classes. I want to use an abstracted base layer with openal and directsound in C++. Can anyone point me to any engine / api's with a similar structure or can you suggest a new one for me to use? Or can someone give me a tutorial on how to design generic audio engine base classes that i can expand on.
Thanks
Audio engine Class structure heirachy
Started by dicksan, Oct 27 2005 11:08 PM
4 replies to this topic
#1
Posted 27 October 2005 - 11:08 PM
#2
Posted 28 October 2005 - 12:41 AM
It might be a bit rude pointing someone to another forum, but this was discussed very recently over on GameDev.net. Some nice diagrams should give you a good idea on what you might want to produce.
Heres the link http://www.gamedev.n...page=1
Spree
Heres the link http://www.gamedev.n...page=1
Spree
#3
Posted 28 October 2005 - 02:01 PM
Thats helped a lot thanks.:yes:
How could I go about creating an abstracted cross library api, so that i can implement all functionality in both openAL and directX?
cheers
How could I go about creating an abstracted cross library api, so that i can implement all functionality in both openAL and directX?
cheers
#4
Posted 05 November 2005 - 03:27 PM
dicksan said:
How could I go about creating an abstracted cross library api, so that i can implement all functionality in both openAL and directX?
Thats a hugh question, and one with many different answers. Firstly you need to investigate abstract classes, so that you can create API specific classes (transparently to the user).
You then need to investigate the use of dll's to allow the user to switch between different API's. But, if you don't want to allow for that, you could investigate just using static libraries, but that isn't as flexible.
If you want to look into this more, there are many tutorials across the internet (GameDev.net has some), but it is a big thing to get into.
Spree
#5
Posted 05 November 2005 - 03:51 PM
There's a very simple a straight forward tutorial over here:
http://triplebuffer..../framework2.php
Dwnload the Plugin manager and go through the code, everything's commented (I think).
http://triplebuffer..../framework2.php
Dwnload the Plugin manager and go through the code, everything's commented (I think).
- TripleBuffer
- Me blog
- Me blog
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users












