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DPS905 Hic Sunt Dracones

744 bytes added, 23:44, 15 November 2010
Added lots of info about the audio engine changes
== Information ==
All resource files (texturesOur code uses the June 2010 DirectX SDK. You'll need to uninstall the August 2007 SDK, models) can be found in <br />and install the June 2010 SDK.Download the code from svn trunk, and compile.The application won't run until you copy <codeProject Root>\branches\/resources/dlls/*.dll to the <Project Root>/codeDebug or <Project Root>/Active folder. It'd be nice to figure out a way to get the compiled .EXE to reference the dll's by itself.
These need to All resource files (audio, models, textures) can be copied into the placeholder resource folder where the code existsfound in <Project Root>/resources
Audio files (.xwm) are encoded in the xWMA format, which offers 30x compression ratios over regular WAVE files. The audio engine is perfectly capable of playing .wav files without any modification, but you should encode them using the xwmaencode tool located in the DirectX SDK Command Prompt before committing to the repository.
 
 
Right now audio files are only played globally. Jon will be implementing X3DAudio within the next few days.
== Repository ==
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