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Re: Core Audio for a Game Engine
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Re: Core Audio for a Game Engine


  • Subject: Re: Core Audio for a Game Engine
  • From: James Chandler Jr <email@hidden>
  • Date: Wed, 20 Aug 2003 12:12:20 -0400

On Wednesday, August 20, 2003, at 11:24 AM, David Duncan wrote:
Pitch is harder as I don't believe
there is a built in pitch changer audio unit (and on such a unit you
would just change a parameter on it and feed it's output to the mixer).

Yeah, that's why Core Audio baffles me. Pitch changes are a fundamental
part of any game's audio system, yet there doesn't appear to be any way to
do it in Core Audio.

I agree that sometimes Core Audio does seem to lack things that you would expect for a game, however I think that this is because most of the input has come from the music community, where such effects are encapsulated into synths (like the DLS synth) that respond to midi.

Speaking of MIDI (I'm completely ignorant of games), wonder if it would make any sense to make a DLS soundfont of all the game sounds? Kinda like a specialized drum machine.

If more than 128 different sounds were necessary, one could make several banks, play them on different MIDI channels?

Perhaps this would be completely inappropriate within the context of a game, but one could control pitch with pitch-bender messages (or note-range mapping), and control volume/pan with controller 7 and controller 10 messages?

Perhaps controlling all the sounds via MIDI would be easier than rolling your own multi-channel sound engine? The DLS synth is already a very capable multi-channel sound engine?

James Chandler Jr
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  • Follow-Ups:
    • RE: Core Audio for a Game Engine
      • From: "MMA \(Tom White\)" <email@hidden>
References: 
 >Re: Core Audio for a Game Engine (From: David Duncan <email@hidden>)

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