• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

Cosmos

3d Sound Engines

9 posts in this topic

I''m developing an OpenGL 3d First-Person game. I want to put some sound in it...using some kind of 3d Sound Engines. Any Suggestions??
0

Share this post


Link to post
Share on other sites
i''ve always recommended the ''bass'' sound toolkit. it has
support for eax/etc. check it at:

http://www.un4seen.com/music/music_bass.html

/sixb0nes
0

Share this post


Link to post
Share on other sites
>how about OpenAL? I think it''s www.openal.org.

I was not able to unzip openal SDK for Windows platform.
Is there way to unzip it?
0

Share this post


Link to post
Share on other sites
If you use bass, which is pretty good, you have to pay them a shitload of money if you plan on selling games you made with it.
0

Share this post


Link to post
Share on other sites
Bass is good,
FMOD is good too, supposedly faster:
http://www.fmod.org/

the problem is.. yes if you want to sell your product you have to purchase a license to use either of the 2 engines. I haven''t tried OpenAL but it looks really flexible, tho I wish they had more information there on what sort of hardware they support or will be supporting (if any).

I suppose if you felt your product was worth selling (and other people buying) then 900$ for a commercial license of Bass or FMOD is realistic . The shareware option is much cheaper; then of course you''re trusting that people will actually register your software.
0

Share this post


Link to post
Share on other sites
Anonymous poster: When you try to unzip openAL you should get a messagebox telling you to enter the full name of the file or something like that. Just add .tar at the end and it should work.
0

Share this post


Link to post
Share on other sites
If you''re making it for windows, you could use the DirectSound3D too - it''s pretty much an extension to DirectSound, so if you''ve used that it shouldn''t be too hard to add 3D (and if you want to add EAX, it''s just an extension to DS3D). Also, A3D used to be an option but I think it''s somewhat risky to use it now (AFAIK Aureal''s currently a big mess).
0

Share this post


Link to post
Share on other sites
Using OpenAL would be the best thing with portability in mind, but OpenAL still isn''t mature enough...

----------
Drago, VerSoft
0

Share this post


Link to post
Share on other sites
Ok...I''ve seen OpenAl an BASS...both of them seem pretty cool, but BASS suports EAX, mp3 streaming, 3d Positioning...it has an easiear API, and seems much more stable. My game won''t be commercial, it has only eductional purposes, so my final choice is BASS...

Thanx to all

Fmod website is under construction...not much there
0

Share this post


Link to post
Share on other sites