引擎剖析6(国外英语资料).docVIP

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引擎剖析6(国外英语资料)

引擎剖析6(国外英语资料) Game engine profiling (six). Original author: Jake Simpson Translator: toward the sea Email:GameWorldChina@ The sixth part: audio system, audio APIs Sound system Because people play games in the category and the progress of technology, sound and music in recent years in the game has gradually become important (voice is an actual game play features, such as Thief and other similar games in auditory cues). Now, the four channel surround system is affordable and commonplace in the gamers treasure house. Given the sounds of space, noise barriers and occlusions, and dynamic music, it is no wonder that many games use these to improve the emotional response of players, and more attention to this field. Now, in the PC arena, gamers actually have only one sound card to choose from - PC sound card manufacturer Live Blaster (Creative Labs) Sound! The manufacturing industry from the old time personal computer sound card is the center of creativity. Over the years the company has innovation for DirectX to provide their EAX sound expansion, and they are launching a new OpenAL (open audio library Open Audio Library) founder. Just as OpenGL is a graphic API, OpenAL, like it sounds up, is the API of a sound system. OpenAL is designed to support many of the features of most of the usual sound cards and provide a software replacement when a specific hardware feature is not available. To better define OpenAL, I asked the innovative company Garin Hiebert for its definition: Heres a definition of our OpenAL specification and reference : OpenAL is a software interface to audio hardware that provides a programmer with the ability to produce high-quality multi-channel output. OpenAL is an important method of generating sounds in a simulated three-dimensional environment. It wants to be cross platform and easy to use, similar to OpenGL in style and specification. Any programmer already familiar with OpenGL will find OpenAL very familiar. OpenAL API can easily be extended to ac

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