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      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.
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MrJoshL

Is Audio Data Represented By Notes MIDI-Only?

4 posts in this topic

I am programming a MIDI sequencer and [u][i][b]SIMPLE[/b][/i][/u] digital song-writer for my game, which will have a soft techno-esque soundtrack. I want the internal data structures to be based off of musical notes, and the output to be either to the speakers or to an audio file. I just don't know how to interface my internal data structures for notes/timing and the computer's audio output. I was thinking about MIDI, but I am not sure if learning the entire MIDI spec through-and-through is really necessary for just outputting a few notes. How do you output digital musical notes in Windows? I was thinking about eventually adding MIDI file support later, do you think making the entire thing MIDI-based will do me good? How do you output MIDI notes in Windows?
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If you are programming this in a high level language like C++ or Java, you can use the included classes for sound file playback. If you want to synthesize the sound in real time there are a few audio libraries out there that can do that too. It would really help to know what language/IDE you are using.
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[quote name='minibutmany' timestamp='1354846401' post='5007964']
If you are programming this in a high level language like C++ or Java, you can use the included classes for sound file playback. If you want to synthesize the sound in real time there are a few audio libraries out there that can do that too. It would really help to know what language/IDE you are using.
[/quote]

considering he tagged winapi one can infer that he's on windows and is probably using c or c++ Edited by ic0de
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[quote name='ic0de' timestamp='1354923247' post='5008272']
considering he tagged winapi one can infer that he's on windows and is probably using c or c++
[/quote]
Yes, I am using C, and was thinking about using the Windows API.
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I use [url="http://www.libsdl.org/"]SDL[/url] I can write into the audio buffer and generate tones. Probably not worth to move your game into SDL unless your game is already using SDL for other stuff.
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