Re: How to Handle Sounds in BGT

2017-07-04 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector
Re: How to Handle Sounds in BGT Just what I said. Since this menu class is closed, you can't just catch addiional keystrokes inside the run() loop as you do in your menu. Therefore you can add a callback into the dynamic_menu object, which can do this stuff for you.If you don&#

Re: How to Handle Sounds in BGT

2017-07-04 Thread AudioGames . net Forum — Developers room : TJ . Breitenfeldt via Audiogames-reflector
Re: How to Handle Sounds in BGT Sorry about that, I should have thought of that.I knew about the dynamic_menu class, I just wanted to practice using the language, and building a menu seemed like a simple place to start and give me the basics I will need for actually working on the game

Re: How to Handle Sounds in BGT

2017-07-04 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector
Re: How to Handle Sounds in BGT Yes, there is one absolutely simple way to prevent this, and I guess you could have considered that yourself. Just do a combination of .stop() and .play() calls each time you retrieve an arrow key pressure.First stop(), then play(). That should do the

Re: How to Handle Sounds in BGT

2017-07-04 Thread AudioGames . net Forum — Developers room : TJ . Breitenfeldt via Audiogames-reflector
Re: How to Handle Sounds in BGT Okay, that makes a lot of sense now, thank you very much for all of the responses.TJ Breitenfeldt URL: http://forum.audiogames.net/viewtopic.php?pid=317973#p317973 ___ Audiogames-reflector mailing list

Re: How to Handle Sounds in BGT

2017-07-03 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector
Re: How to Handle Sounds in BGT Yes. It's more the sound object than the pool itself, but this is how it works under the hood, so to speak. URL: http://forum.audiogames.net/viewtopic.php?pid=317884#p317884 ___ Audiogames-reflector ma

Re: How to Handle Sounds in BGT

2017-07-03 Thread AudioGames . net Forum — Developers room : TJ . Breitenfeldt via Audiogames-reflector
Re: How to Handle Sounds in BGT Thank you for the very detailed responses. So, I just want to make sure I understand this correctly, if I preload my sounds, when I pass the file name to the sound_pool methods, such as play_1d, it will first check if the sound is already loaded in memory

Re: How to Handle Sounds in BGT

2017-07-03 Thread AudioGames . net Forum — Developers room : TJ . Breitenfeldt via Audiogames-reflector
Re: How to Handle Sounds in BGT Thank you for the very detailed responses. So, I just want to make sure I understand this correctly, if I preload my sounds, when I pass the file name to the sound_pool methods, such as play_1d, it will first check if the sound is already loaded in memory

Re: How to Handle Sounds in BGT

2017-07-03 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector
Re: How to Handle Sounds in BGT CAE_Jones wrote:Decryption is also relevant for compressed formats, such az ogg.That's decoding and a totally different thing. Try not to mess this around with decryption. Not just that this works totally different internally, those are words which des

Re: How to Handle Sounds in BGT

2017-07-01 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector
Re: How to Handle Sounds in BGT Decryption is also relevant for compressed formats, such az ogg.In BGT, you don't actually need to do anything with preloaded sounds, other than keep them around. When BGT loads sounds, it checks to see if that sound is already somewhere in its memory.

Re: How to Handle Sounds in BGT

2017-07-01 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector
Re: How to Handle Sounds in BGT That's actually alot of stuff you ask here, hopefully I don't miss anything out.TJ.Breitenfeldt wrote:I think part of my problem is that I don't know much about sounds to begin with, it makes sense to load all of my sounds before the game lo

Re: How to Handle Sounds in BGT

2017-07-01 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector
Re: How to Handle Sounds in BGT That's actually alot of stuff you ask here, hopefully I don't miss anything out.TJ.Breitenfeldt wrote:I think part of my problem is that I don't know much about sounds to begin with, it makes sense to load all of my sounds before the game lo

Re: How to Handle Sounds in BGT

2017-07-01 Thread AudioGames . net Forum — Developers room : TJ . Breitenfeldt via Audiogames-reflector
Re: How to Handle Sounds in BGT Thank you for the replies, I want to ask a couple follow up questions. primarily about the preloading.At Hijacker:I think part of my problem is that I don't know much about sounds to begin with, it makes sense to load all of my sounds before the game

Re: How to Handle Sounds in BGT

2017-07-01 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector
Re: How to Handle Sounds in BGT TJ.Breitenfeldt wrote:1. What is Preloading sounds  mean? I have seen this on the forms a couple times, as well as in the documentation, but I am not sure if I fully get the purpose, and the application for this.Creating a sound class doesn't need al

Re: How to Handle Sounds in BGT

2017-06-30 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector
Re: How to Handle Sounds in BGT 1. The underlying sound engine will clone sounds that are already in memory, to save on load time during game-play. Preloading is loading the sounds for which this matters at the beginning.2. Avoid global variables the same way you would in any other

How to Handle Sounds in BGT

2017-06-30 Thread AudioGames . net Forum — Developers room : TJ . Breitenfeldt via Audiogames-reflector
How to Handle Sounds in BGT Hi, so I am making my way through the BGT tutorials, and I have been able to create a couple of my own modules, for handling speech, and menus, but I still don't have a good grasp on how BGT is handling sounds. I have looked at a couple examples of ho