August 2010
Beginner
727 pages
18h 5m
English
Chapter 10 got a little heavy, but as I promised at the end of that chapter, things will lighten up in this chapter. We now get to apply 3D effects to our audio! No longer will we be making just a simple noise. We will be applying rich characteristics to the sounds that better represent the entities in your game.
To access 3D effects, we will be using OpenAL exclusively (as I noted in Chapter 10, I'm taking a mostly OpenAL-centric approach to my coverage of audio for iPhone games). This is not to say you couldn't implement 3D effects yourself without OpenAL, but OpenAL has already done a lot of the heavy lifting for you. OpenAL supports multiple properties to represent your sounds in 3D space. ...
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