Beginning Game Audio Programming [Electronic resources] نسخه متنی

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Beginning Game Audio Programming [Electronic resources] - نسخه متنی

Mason McCuskey

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CONCLUSION

I hope you've enjoyed the quick tour through DirectSound that the tone generator sample program has given you.

Keep in mind that you will probably never use this tone generator sample program in a real game. As you'll learn in later chapters, DirectX gives you much higher-level controls than this— you never have to create your own tones at the correct frequencies to make music. If you were creating a game and wanted to have cool retro music and sound effects, you could use this code to create a synthesizer engine, but realize that you'd be re-inventing a lot of wheels. In the coming chapters, you'll learn what wheels already exist, and how to use them.

This sample program had two goals. The first goal was to show you the basics of initializing and using DirectSound. The second goal was to show what's happening on a very low level when you play sound. When you're locking buffers and dealing with audio in its byte form, you're very low level. I decided to put this sample program first so that you knew what was really happening under the hood. I've found that if I understand the core of something, I have a much easier time understanding the higher levels of it.

Congratulations on completing your first DirectSound program. In the chapters ahead, you'll learn how to leverage DirectX Audio's higher-level interfaces to help out with other sound and music tasks.

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