Mercurial > SDL_sound_CoreAudio
comparison mixer/tutorial.txt @ 523:3a3807dcf57f
Minor tutorial.txt update.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Mon, 06 Aug 2007 09:40:31 +0000 |
parents | 15a540505a02 |
children |
comparison
equal
deleted
inserted
replaced
522:205a9b400da2 | 523:3a3807dcf57f |
---|---|
536 adding cinematics/cut-scenes to your program, or perhaps when it's safe for | 536 adding cinematics/cut-scenes to your program, or perhaps when it's safe for |
537 characters to speak again (it's strange when one actor is speaking two | 537 characters to speak again (it's strange when one actor is speaking two |
538 overlapping lines of dialogue, for example). | 538 overlapping lines of dialogue, for example). |
539 | 539 |
540 | 540 |
541 Hardcore #6: Your suggestion here! | 541 Hardcore #6: Procedural samples. |
542 !!! WRITEME: Hook up a RAW Sound_Sample to a RWOPS that generates sound on | |
543 !!! WRITEME: read, so you can mix in a procedural sample instead of just | |
544 !!! WRITEME: pre/post mixing. | |
545 | |
546 | |
547 | |
548 Hardcore #7: Your suggestion here! | |
542 | 549 |
543 The goal is to try and make audio work fairly painless for the game developer, | 550 The goal is to try and make audio work fairly painless for the game developer, |
544 which means that if there is a good way to generalize functionality into the | 551 which means that if there is a good way to generalize functionality into the |
545 mixer layer, we probably should. Comments are welcome! | 552 mixer layer, we probably should. Comments are welcome! |
546 | 553 |