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      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.
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Sol_HSA

SoLoud Audio Engine "ELF" Milestone Release

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http://soloud-audio.com

 

  • SoLoud “ELF” release
  • Critical bug fix: process was sometimes left hanging at application quit.
  • Audio instance creation moved outside the audio thread mutex (some instance creation may take quite a bit of time, causing stutter)
  • Wav/wavstream now can report length of the stream in seconds via getLength()
  • Filter interface has simplified parameter handling to make writing new filters easier
  • Lo-fi filter
  • Libmodplug audio source for various formats (669, abc, amf, ams, dbm, dmf, dsm, far, it, j2b, mdl, med, mid, mod, mt2, mtm, okt, pat, psm, ptm, s3m, stm, ult, umx, xm, as well as wider support for wav files).
  • SFXR audio source for old school sound effects
  • Greatly simplified init pattern; no need (if you don’t want) to care about which back-end to use
  • Dynamic linking of most back-ends
  • “C” API code generator
  • DLL based on the “C” API
  • Misc smaller fixes, cppcheck fixes and reorganization
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New release out, documentation up to 66 pages now =)

  • SoLoud "SLF" release
  • Hilights:
    • New demo: "space", demonstrating visualization data from different parts of the pipeline
    • New demo: "pew pew", demonstrating difference between play() and playClocked()
    • New filter: flanger
    • New way to play sounds: playClocked() for rapidly-launched sounds, to make it so all sounds don't start from the beginning of a sound buffer
    • Loop count query added
    • Voice groups to command several voices in one atomic operation
  • A lot of variable type changes:
    • Defined error codes, and several functions return error codes now.
    • Time variable type changed from float to double
    • Typedefs for handles, time, result codes
    • Plenty of "int" -> "unsigned int" changes, some ints changed to bools
  • A lot of work on code generation and wrappers:
    • Codegen now also outputs soloud_codegen.py with all data needed to generate wrappers
    • Python wrapper generator
    • Python API
  • Other changes that affect your code:
    • stopSound() renamed to stopAudioSource(). Audio sources also got a new stop() function that stops all instances.
    • Echo filter now has an optional low pass filter to make more "natural" echoes
    • Default post-clip scaler upped from 0.5 to 0.95
    • New songs for multimusic, changed multimusic to use voice groups
  • Regarding builds:
    • Redesigned the mechanism by which different backends are included in the build, controlled mainly through premake
    • Many new premake options
    • "nondyn" SDL build added which links to SDL directly, for special needs such as emscripten
    • sdl2 dll may work now (mutex functions were renamed from SDL to SDL2, audio API should be almost the same)
  • And, under the hood:
    • Side project - resamplerlab - to make writing new resamplers easier, with some experimental resamplers
    • Some work towards osx, linux compatibility
    • FFT code moved to its own source so it can be more easily replaced in the future
    • Changed mixer fixed point from 16.16 to 12.20
    • Various small fixes, as usual.
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