The Complete Guide to OpenAL with C++ Part 3: Positioning Sounds
You’ve got gunshots to the left of you, explosions to the right; your game needs to position audio.
You’ve got gunshots to the left of you, explosions to the right; your game needs to position audio.
There’s a couple of different ways to name this type of music, but the one that I think captures it all is “safe-zone”. Whether you’re in town (for an RPG), or on a save-screen (in a metroidvania); you’re safe. You cannot be harmed here. The best way to give this message to the player, is …
Your game needs music! In this article, I will take you through everything you need to know to stream audio files for your game.
A while ago I wrote an article on how to make quick Chip Tune music for your game using free and open-source software. Well, that was all well and good and everyone made some suitable music for their games. But now we need to get a little more in depth. In this article, I’ll show …
You’re making your game, testing it as you add new features. Man, it’s pretty fun. But something’s missing, it’s too quiet. You need some music. Sure you could go and download some music available online for free, but that’s not gamedev, that’s using other people’s work. So, let’s make our own music.