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A basic architecture question

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I've only written one half decent game and my system for dealing with sounds was terrible. I'm working on another one now and I definitely want to make it easier to use (I'm using Dx and C++). My design for this one is basically using a singleton sound manager class that holds all of the DirectAudio interfaces as well as all the sounds and you just call its methods to play certain sounds, but I don't like the design very well. What kind of architectures do other people use?

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I also beleive it's good. A sound manager singleton which knows how to play sounds, sounds objects (music, samples, and so on). I did something similar myself. It's easy to use, and simple to implement. Not to mention that it isn't coupled to the remaining of your code - and thus can be used in others projects.

Regards,

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Guest Anonymous Poster
Another implemention is to treat the audio module as an audio renderer, exactly like the video renderer, i.e. each frame the audio renderer renders the scene from where the player is in the game world.

Errh, I assume your game is 3D... isn't it ?

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