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dicksan
10-27-2005, 05:08 PM
Hi
Im making an audio engine, and i need some help to determine how to arrange the base classes. I want to use an abstracted base layer with openal and directsound in C++. Can anyone point me to any engine / api's with a similar structure or can you suggest a new one for me to use? Or can someone give me a tutorial on how to design generic audio engine base classes that i can expand on.

Thanks

SpreeTree
10-27-2005, 06:41 PM
It might be a bit rude pointing someone to another forum, but this was discussed very recently over on GameDev.net. Some nice diagrams should give you a good idea on what you might want to produce.

Heres the link http://www.gamedev.net/community/forums/topic.asp?topic_id=353077&whichpage=1&#2312360

Spree

dicksan
10-28-2005, 08:01 AM
Thats helped a lot thanks.:yes:

How could I go about creating an abstracted cross library api, so that i can implement all functionality in both openAL and directX?

cheers

SpreeTree
11-05-2005, 08:27 AM
How could I go about creating an abstracted cross library api, so that i can implement all functionality in both openAL and directX?


Thats a hugh question, and one with many different answers. Firstly you need to investigate abstract classes, so that you can create API specific classes (transparently to the user).

You then need to investigate the use of dll's to allow the user to switch between different API's. But, if you don't want to allow for that, you could investigate just using static libraries, but that isn't as flexible.

If you want to look into this more, there are many tutorials across the internet (GameDev.net has some), but it is a big thing to get into.

Spree

bladder
11-05-2005, 08:51 AM
There's a very simple a straight forward tutorial over here:

http://triplebuffer.devmaster.net/poc/framework2.php

Dwnload the Plugin manager and go through the code, everything's commented (I think).