Archive for February, 2013

SimpleFMOD 1.00 now available

February 19, 2013 Leave a comment

Introducing the lazy way to use the acclaimed FMOD Sound System to get music and sound effects into your C++ games and applications – SimpleFMOD!

Initial feature list:

  • Initialize FMOD, load and play a song in 4 lines of code
  • Load audio from files or embedded application resources
  • Basic audio playback controls: Start, stop, toggle/get/set pause, get/set volume, fade in and out
  • Separate master volumes for music and sound effects
  • Automatic memory management of all FMOD and audio resources. No pointers!
  • Derive from a provided class to create custom audio resource types with their own behaviour
  • Fetch raw pointers to the FMOD API and FMOD channels to allow audio manipulation not supported by SimpleFMOD

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Installation Instructions

February 18, 2013 20 comments

SimpleFMOD is a simple library to let you shoehorn music and sound effects into your games and applications quickly.

Why SimpleFMOD?

Initializing FMOD and performing the necessary memory management is complex for beginners. SimpleFMOD takes care of all the dirty work for you so you just have to concentrate on getting the sounds and music into your application. SimpleFMOD manages all the audio resources you use, handles initialization and teardown, allows simple loading of sounds or streams from both disk or embedded application resources (memory), handles game sound effects and music in separate channel groups so they can have their own master volumes, and provides numerous helper functions to make basic audio manipulation easy.

Full source code is included so that when you are ready to move onto more advanced techniques, you can see exactly how the basics work.
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Simple2D 1.06 now available

February 18, 2013 13 comments

The latest version of my Direct2D-based graphics library Simple2D is now available.

The main changes are targeting of Direct2D 1.1 and Direct3D 11.1 (and support of new features provided by these), improvements to geometry and window handling, migration of the library source code to Visual Studio 2012, new demos and a new installer. Run-time support for Windows Vista and compile-time support for Visual Studio 2010 is dropped (although it still compiles with warnings). Read more…

2D Platform Games Part 10: Improved Level Management and Storage

February 6, 2013 4 comments

IMPORTANT! To run the pre-compiled EXEs in this article, you must have Windows 7 Service Pack 1 with Platform Update for Windows 7 installed, or Windows 8.

This article builds upon the demo project created in 2D Platform Games Part 9: Storing Levels in Files / Level Editors. Start with 2D Platform Games Part 1: Collision Detection for Dummies if you just stumbled upon this page at random!

Download source code and compiled EXE for the code in this article as well as the complete source code and compiled EXE for the level editor.

In Part 9 we looked at how to store and retrieve game levels from files in a format that could be used both by the game itself and by an auxiliary level editor application. In this article we will make things a little more robust and usable with some improvements:

  1. Allow the game to load the specified level as a command-line argument
  2. Re-factor all of the level data into a single class so it can be version-controlled and remove duplicate variable declarations in the game and level editor
  3. Add functions to the Platform class to create platforms from the GeometryDefinitions stored in the level files, neatening things up by making them more object-oriented and removing duplicate code from the game and level editor

Let’s get cracking!
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