Changes

Jump to: navigation, search

DPS905 Hic Sunt Dracones

183 bytes added, 00:51, 16 November 2010
Added links
== Information ==
Our code uses the [http://www.microsoft.com/downloads/en/details.aspx?displaylang=en&FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba June 2010 DirectX SDK]. You'll need to uninstall the August 2007 SDK, and install the June 2010 SDK.
Download the code from svn trunk, and compile.
The application won't run until you copy <Project Root>/resources/dlls/*.dll to the <Project Root>/Debug 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.
All resource files (audio, dlls, models, textures) can be found 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.
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 [http://msdn.microsoft.com/en-us/library/ee415930(v=VS.85).aspx xmaencode] 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.
1
edit

Navigation menu