On Sun, 12 Feb 2012 15:57:33 -0800, Eric Wing said:
>I probably should have included this YouTube link from Cocoaheads.
>http://www.youtube.com/watch?v=6QQAzhwalPI
>
>Don't let the title fool you. I make plenty of references to Mac for
>AVFoundation, and approach OpenAL from a cross platform persp
On 13.02.2012, at 17:28, John Pannell wrote:
> Another tidbit on NSSound (or perhaps sound in general)… laptops will sleep
> the sound hardware when possible, and there is a brief delay when waking
> things back up. I have found that the playing of a silent sound at the
> launch of my app is he
On Mon, Feb 13, 2012 at 9:49 AM, Charles Srstka
wrote:
> On Feb 13, 2012, at 10:03 AM, Kyle Sluder wrote:
>
>> On Feb 12, 2012, at 11:02 AM, Charles Srstka
>> wrote:
>>
>>> I’d suggest looking at QTMovie — more customizable than NSSound, and just
>>> about as simple to use.
>>>
>>
>> If you're
On Feb 13, 2012, at 10:03 AM, Kyle Sluder wrote:
> On Feb 12, 2012, at 11:02 AM, Charles Srstka wrote:
>
>> I’d suggest looking at QTMovie — more customizable than NSSound, and just
>> about as simple to use.
>>
>
> If you're targeting Lion, do not use QTMovie. Use AVFoundation instead.
>
>
Hi all-
Another tidbit on NSSound (or perhaps sound in general)… laptops will sleep the
sound hardware when possible, and there is a brief delay when waking things
back up. I have found that the playing of a silent sound at the launch of my
app is helpful to wake things up and avoid the delay
On Feb 13, 2012, at 7:30 AM, Jim McGowan wrote:
> As the OP was creating a simple puzzle game I think NSSound is a reasonable
> way to go for the sound effects. Might even be reasonable for the music too,
> if it is just a looping MP3.
AVAudioPlayer is simple enough that I would recommend not
On Feb 12, 2012, at 11:02 AM, Charles Srstka wrote:
> I’d suggest looking at QTMovie — more customizable than NSSound, and just
> about as simple to use.
>
If you're targeting Lion, do not use QTMovie. Use AVFoundation instead.
--Kyle Sluder
___
Co
On 13 February, 2012 4:38, Jens Alfke wrote:
>
> On Feb 12, 2012, at 10:35 AM, Conrad Shultz wrote:
>
>> The simplest (and therefore least customizable) approach would be to use
>> NSSound. But I think it will do everything you stipulate.
>
> A minor issue with NSSound in games is that, the
I probably should have included this YouTube link from Cocoaheads.
http://www.youtube.com/watch?v=6QQAzhwalPI
Don't let the title fool you. I make plenty of references to Mac for
AVFoundation, and approach OpenAL from a cross platform perspective.
___
C
On 2/12/12, Pascal Harris <45rpmli...@googlemail.com> wrote:
> My game is playable - so I'm polishing the hell out of it right now. I've
> never written a game before though so, whilst I can manage the graphics okay
> (it's a puzzle, so NSMatrix does nicely), I'm utterly perplexed as to how to
> p
Back in the Director/Shockwave days, we had to write our own sound management
routines.
Preloading the sound, or set of sounds was one of the important things we had
to do before playing them or they will be fetched off the disk and loaded into
memory when they are needed.
On Feb 12, 2012, at
On Feb 12, 2012, at 10:35 AM, Conrad Shultz wrote:
> The simplest (and therefore least customizable) approach would be to use
> NSSound. But I think it will do everything you stipulate.
A minor issue with NSSound in games is that, the first time you play a
particular sound, it’ll first hang f
On Feb 12, 2012, at 12:35 PM, Conrad Shultz wrote:
> The simplest (and therefore least customizable) approach would be to use
> NSSound. But I think it will do everything you stipulate.
>
> See the topical documentation as well:
> https://developer.apple.com/library/mac/documentation/Cocoa/Con
The simplest (and therefore least customizable) approach would be to use
NSSound. But I think it will do everything you stipulate.
See the topical documentation as well:
https://developer.apple.com/library/mac/documentation/Cocoa/Conceptual/Sound/Sound.html
(Sent from my iPhone.)
--
Conrad Sh
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