• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

96 Neutral

About SharinganShuriken

  • Rank
  1. Dear Community, the Bump Problem is solved :) Don't be sad now if you don't figure out the solution, i bet i have in the future Problems that i can't fix and where can the first one who post the right solution earn good money :) Lovely Greetings SharinganShuriken
  2. :)
  3. :)
  4. :)
  5. :)
  6. :)
  7. Hello Guys,   i have the problem that when i try to read and load a Wave File that by the start of playing the File i get always a little crack, i used befor the WaveStream Class and there works everything perfect but i would to have my own Class, but the really strange thing is that the length of the Wave File is everytime different between the WaveStream Class and my own Class   WaveStream Class, everything works perfect: [cs]             using (WaveStream waveFile = new WaveStream(fileName))             {                 this.description = new SoundBufferDescription();                 this.description.Format = waveFile.Format;                 this.description.SizeInBytes = (int)waveFile.Length;                 this.description.Flags = BufferFlags.ControlFrequency | BufferFlags.ControlPan | BufferFlags.ControlVolume;                 this.buffer = new SecondarySoundBuffer(device, this.description);                 this.data = new byte[this.description.SizeInBytes];                 waveFile.Read(this.data, 0, (int)waveFile.Length);                 this.buffer.Write(this.data, 0, LockFlags.None);             } [/cs]   My Class [cs]             byte[] waveBuffer = File.ReadAllBytes(fileName);             int waveFileLength = waveBuffer.Length;             uint chunkID = Mathhelper.GetInt(waveBuffer, 0);             uint chunkSize = Mathhelper.GetInt(waveBuffer, 4);             uint format = Mathhelper.GetInt(waveBuffer, 8);             uint subchunk1ID = Mathhelper.GetInt(waveBuffer, 12);             uint subchunk1Size = Mathhelper.GetInt(waveBuffer, 16);             ushort audioFormat = Mathhelper.GetShort(waveBuffer, 20);             ushort numChannels = Mathhelper.GetShort(waveBuffer, 22);             uint sampleRate = Mathhelper.GetInt(waveBuffer, 24);             uint byteRate = Mathhelper.GetInt(waveBuffer, 28);             ushort blockAlign = Mathhelper.GetShort(waveBuffer, 32);             ushort bitsPerSample = Mathhelper.GetShort(waveBuffer, 34);             uint subchunk2ID = Mathhelper.GetInt(waveBuffer, 36);             uint subchunk2Size = Mathhelper.GetInt(waveBuffer, 40);             WaveFormat waveFormat = new WaveFormat();             waveFormat.FormatTag = WaveFormatTag.Pcm;             waveFormat.Channels = (short)numChannels;             waveFormat.SamplesPerSecond = (int)sampleRate;             waveFormat.BlockAlignment = (short)blockAlign;             waveFormat.BitsPerSample = (short)bitsPerSample;             waveFormat.AverageBytesPerSecond = waveFormat.SamplesPerSecond * waveFormat.BlockAlignment;             this.description = new SoundBufferDescription();             this.description.Format = waveFormat;             this.description.SizeInBytes = waveFileLength;             this.description.Flags = BufferFlags.ControlFrequency | BufferFlags.ControlPan | BufferFlags.ControlVolume;             this.buffer = new SecondarySoundBuffer(device, this.description);             this.data = waveBuffer;             this.buffer.Write(this.data, 0, LockFlags.None); [/cs]   What make i wrong ?   Greets SharinganShuriken
  8. I have figure out it :D   I dont know why but the Volume can only be 0 or a negative value until -10000, where 0 = Volume 100 and -10000 = Volume 0, just stupid, i know but it's so xD   And the Pan Value is the way so, it can be have negative and positive values, both until 10000 where 10000 is only the right Soundbox and -10000 only the left Soundbox and 0 both Soundboxes xD   To get really right results, you must go in both cases in 100 steps.   How complicated, i know, but it exist only one truth and i find it :D   Greets SharinganShuriken
  9. Hello Community,   i looking for, i have forget how many hours it was, i know only that my finger really hurts because of the type of my keyboard to search on Google   I want to create in SlimDX a 3D Sound, so first i have looking for, how i load a Wavefile and i have found this example:           public PlaySound(IntPtr handle, string fileName)         {             DirectSound device = new DirectSound();             device.SetCooperativeLevel(handle, CooperativeLevel.Priority);             device.IsDefaultPool = false;             SoundBuffer buffer;             // Load wave file             using (WaveStream waveFile = new WaveStream(fileName))             {                 SoundBufferDescription description = new SoundBufferDescription();                 description.Format = waveFile.Format;                 description.SizeInBytes = (int)waveFile.Length;                 description.Flags = BufferFlags.ControlVolume;                 // Create the buffer.                 buffer = new SecondarySoundBuffer(device, description);                 byte[] data = new byte[description.SizeInBytes];                 waveFile.Read(data, 0, (int)waveFile.Length);                 buffer.Write(data, 0, LockFlags.None);             }               buffer.Volume = 50;             buffer.Play(0, PlayFlags.Looping);         }   So now i want to change the Soundvolume but everytime if i try to set the buffer.volume, than i get a DirectSoundException: E_INVALIDARG: An invalid parameter was passed to the returning function (-2147024809)   I have really really no idea whats wrong   i have try to looking for another example how to load/play a Wavefile with SlimDX but with no success ;(   Can you Guys help me ?   Greets SharinganShuriken