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DarkAngel_SoundArchitecture

DarkAngel_SoundArchitecture

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Published by jon_jones
Sound Architecture
Date Issued: Document Title: Authors: Keywords: Revision History
Issue 0.1 0.2 Date Oct 5, 2001 Oct 10, 2001 Person Adam King Adam King Reason - include problem #, ECN #, etc. Initial version of document. Revisions based on feedback from Bert Sandie October 10, 2001

Filing Path: SV040:1676/depot/docs/TechDesign

Dark Angel Sound Architecture Adam King and Brad Reimer Sound, Architecture

 Radical Entertainment. All rights reserved. No part of this publication, or any softwar
Sound Architecture
Date Issued: Document Title: Authors: Keywords: Revision History
Issue 0.1 0.2 Date Oct 5, 2001 Oct 10, 2001 Person Adam King Adam King Reason - include problem #, ECN #, etc. Initial version of document. Revisions based on feedback from Bert Sandie October 10, 2001

Filing Path: SV040:1676/depot/docs/TechDesign

Dark Angel Sound Architecture Adam King and Brad Reimer Sound, Architecture

 Radical Entertainment. All rights reserved. No part of this publication, or any softwar

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Published by: jon_jones on May 30, 2010
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Sound Architecture
\ue000Radical Entertainment. All rights reserved. No part of this publication, or any software included with it may be reproduced, stored in a retrieval
system, or transmitted in any form or by any means, including photocopying, electronic, mechanical, recording or otherwise, without prior written
permission of the copyright holder.

This document contains proprietary information of Radical Entertainment. The contents are confidential and any disclosure to persons other than
the officers, employees, agents, or subcontractors of the owner or licensee of this document, without prior written consent of Radical
Entertainment is strictly prohibited.

Date Issued:
October 10, 2001
Filing Path:SV040:1676/depot/docs/TechDesign
Document Title:
Dark Angel Sound Architecture
Authors:
Adam King and Brad Reimer
Keywords:
Sound, Architecture
Revision History
Issue Date
Person
Reason - include problem #, ECN #, etc.
0.1
Oct 5, 2001
Adam King
Initial version of document.
0.2
Oct 10, 2001
Adam King
Revisions based on feedback from Bert Sandie
Radical Entertainment
DA Content Pipelines
18-Oct-02
Issue: 0.1
Page 2 of 22
This Document contains Confidential Information of Radical Entertainment.
1. INTRODUCTION
This document deals with the architecture of the DA sound system.
1.1 Scope
All aspects of the DA sound system are covered in this document including there interaction
with other subsystems.
1.2 Objectives
The objective of this document is to discuss the organization of the sound architecture and how
the required functionality will be accomplished.
1.3 Intended Audience
The intended audience of the document is the DA technical director, the sound programmers,
and anyone else who has interactions with the sound system.
1.4 References
Radical Entertainment
DA Content Pipelines
18-Oct-02
Issue: 0.1
Page 3 of 22
This Document contains Confidential Information of Radical Entertainment.
2. SOUNDMANAGER AND THE INTERMEDIATE CLASSES
The sound system is based on two components that are responsible for the handling of sounds
and the interaction with the rest of the game the: SoundManager and intermediate classes.

The SoundManager class is responsible for the loading, playing, stopping, and unloading of the sound resources at the lower level. The SoundManager will maintain clip, stream, and dialog players for all of the possible sounds since the players are extremely small compared to the resources that they will be playing. The SoundManager will have a callback that it can access for all of the intermediate classes so that if a load fails the associated class can be informed and if a low priority resource needs to be unloaded so that a higher priority resource can be loaded the callback will be called to inform the appropriate class that its resource has been unloaded.

The intermediate classes provide an interface between the main game and the SoundManager.
The various intermediate classes observe for sound events and based on the events that they
receive they will call the appropriate SoundManager functions.

All of the loading that is done by the SoundManager will go through the Central Loader. The
SoundManager will make sure, prior to loading, that the resource has not been previously
loaded.

The subsystems that will gain access to the sound system via the intermediate classes and the
events dispatched. The subsystems that will be dispatching the events observed by the
intermediate classes are:

- UIManager
- NISManager
- MissionController
- Director
- CharacterManager
- Collision System

One aspect of the overall sound system that needs to be explored in more detail is the
coordination between the sound and the NISs. The NISs will be synched to the sound, which
means that the NIS will be running off of the clock made available by the sound system. This
has been previously tried in snowboarding and Tim will be consulted on how to create this
system since he created the system for snowboarding. We will also have to look into the NIS
system to see how this will affect the existing code.

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