Beginning Game Audio Programming [Electronic resources] نسخه متنی

اینجــــا یک کتابخانه دیجیتالی است

با بیش از 100000 منبع الکترونیکی رایگان به زبان فارسی ، عربی و انگلیسی

Beginning Game Audio Programming [Electronic resources] - نسخه متنی

Mason McCuskey

| نمايش فراداده ، افزودن یک نقد و بررسی
افزودن به کتابخانه شخصی
ارسال به دوستان
جستجو در متن کتاب
بیشتر
تنظیمات قلم

فونت

اندازه قلم

+ - پیش فرض

حالت نمایش

روز نیمروز شب
جستجو در لغت نامه
بیشتر
توضیحات
افزودن یادداشت جدید





CONCLUSION

So which one's better? On a feature-by-feature basis, the two APIs are neck-to-neck. When it comes to 3D sound, you'll find that in general, if OpenAL has a particular feature, the other has something similar. It's not like you're going to be longing for a crucial capability on one API or the other.

OpenAL has a critical advantage over DirectMusic: whereas 3D sound in DirectX Audio is bound to the Windows platform, OpenAL currently exists on both Windows and Macintosh, and there's nothing stopping it from existing on Linux, UNIX, and other platforms. If you're looking to make your game cross platform, and still want 3D audio, OpenAL is a perfect choice.

Conversely, if you're already tied to the Windows platform (because, say, you're using DirectMusic's dynamic music capabilities), then there isn't a lot of impetus for you to spend time integrating OpenAL. If you've already got the DirectMusic infrastructure in place and working, you'll probably just want to stick with using 3D sound through it.

/ 127