Archive for the ‘Sound’ Category


Good (Audio) News

There’s a lesson here: read the docs, read more docs, read the forums, go back to the docs, read different docs, find a link to a doc you hadn’t read before and read it. It turns out that I can indeed compress my music tracks using something reasonable, like AAC.

Here’s what the confusion was:

I’m using the SoundEngine code that comes with one of Apple’s example projects. They provide you with a way to play background music along with sound FX. I thought that the whole system was using OpenAL for the audio layer, but it turns out that it’s actually using two systems. It uses OpenAL for the sound FX and it uses something called the Audio Queue Services for the background music track.

If you read through the iPhone documentation on OpenAL it tells you that you may only use PCM or IMA4 for the audio format. I thought this applied to the background music (which it does NOT). The problem I thought I had is that IMA4, while it is compression, doesn’t compress a whole lot. However, if you use Audio Queue Services you get two advantages: 1) you can stream audio off disk 2) you get access to a whole bunch of hardware decoders.

There are limitations: you can only have one hardware decoded track running at once. Which is why the music uses Audio Queue Services but the sound FX do not.

So, the end result is that I’ve compressed the audio tracks using AAC and even at a good sampling rate the tracks are about 1MB each. That’s much more reasonable. So it looks like things are back on track audio-wise. Now I just have to deal with all the other stuff that’s going on…

Owen


Naming the Beast

Why do Mondays suck so much? I’m feeling a little overwhelmed with everything that’s going on with the game. This is the usual state of mild panic that creeps up on you as you start to get close to Alpha (yes, that’s right, I said it: Alpha).

I’m hoping to have the game in an Alpha state by the end of December, go Beta in mid-January, and ship by the end of January. That’s the plan. There’s a lot of factors that might play with that date, though. The main one being the length of time it will take to get Apple approval.

At any rate, back to the matters at hand. I still haven’t picked a name for the game yet. I’ve gone through dozens of names and I’m finally down to two names I like. It’s just a matter of picking the final one. Once I do that I’m planning to update the Games page of the site with screenshots and information about the game. Real info, like how it’s played and what it’s all about.

And in the category of Mondays sucking, I’ve made a disappointing discovery. My composer has created some really kick-ass music tracks for my game and now I’m starting to wonder how many of them will fit. This is the problem with not trying out my audio stuff sooner. I just tried compressing the music files and they’re between 5-10MB each. For four tracks in the game, my game just got 25MB bigger! On a mobile platform, that’s massive. I looked through all of my favourite games on my iPod and all of them are under 10MB for the whole game. I also noticed that none of them include any music.

If I still end up doing a Mac/PC version of the game I’ll definitely be able to use all the music tracks. But now I need to find a solution for the iPhone version of the game. Do I compress the hell out of the music? Do I pick one or two tracks? I feel really stupid about this.

Owen


Lots Going On

There’s a lot happening today. I’ve got almost all of my art assets from my artist and the game is starting to look really great. Sound FX and music assets are starting to arrive from my sound guys, but I haven’t had the time to put the assets into the game yet. However, I’ve played the game and played the music through my headphones and I’m getting really excited about how it sounds. Likewise with the sound FX.

Friday afternoon I started implementing a UI/Front-End system for the game and I continued with that this afternoon. I’ve been torn about how best to implement this stuff. I was thinking about using the UIKit widgets and skinning them with my own art, but this causes a bunch of problems. The main problem is that the iPhone OpenGL ES docs explicitly recommends against it citing all kinds of potential performance issues. So I’ve decided to write a simple UI Widget class that I can sub-class into various widgets. It seems kind of stupid to not be able to use all the iPhone’s handy UI classes, but oh well. Luckily I don’t really have anything too complicated in the front-end; mostly just things like buttons and sliders.

On the business side of things I’m starting to get nervous. At this point I’ve now sunk 5 months of my time plus a fair amount of money into paying contractors and other business expenses and I can see the end of the process approaching. At the start of the process, having a completed game seemed so far in the distance. Now that it’s fast approaching, it’s a little nerve-racking. I’m hoping the game sells well, but now I have to start thinking about things like: pricing, marketing, and advertising. I guess I’d better start doing some research…

Owen


Decisions, Decisions, Decisions

I’ve been looking through the example OpenGL-ES project that comes with the iPhone SDK trying to get an idea of how much work it’ll be to get things up and running that way.

The most frustrating thing right now is trying to find enough information on my two possible paths so that I can make an informed decision. I’ve been digging around and no one’s sharing information on how they’ve chosen to implement their games on iPhone. I get it: people want to protect their secrets. The iPhone isn’t really old enough yet to have a huge base of experts to draw from either. So I’m following the path that most other devs have probably followed and kind of diving in with what little information I have.

I’ve decided to pursue the OpenGL-ES route, as it looks like it’ll be the most flexible. The biggest problem with is that I’ll most likely end up writing all my own UI stuff, instead of being able to leverage the Apple UI widgets. Maybe there’s a way I can use both, I just need to get into it further.

In other news, it’s been really valuable having my prototype running on my iPod. I’ve been able to get a lot more people to play it, as I always have it with me. It’s great. I’m getting some great feedback, especially from new players.

I’ve got some emails and art asset lists out to a few 2D artists and I’m waiting to hear back with quotes at this point.

I’m also starting to work with a sound designer and composer at some early stuff to do with sound effects and music. That’s very exciting, as even the early work that’s coming in has me really pumped about how good it sounds.

Things are moving along…

Owen


Overwhelmed

It becomes very tempting not to post anything to the blog when things aren’t going smoothly. It’s much easier to post about things going well, or little hiccups, than to honestly talk about the bigger challenges I’m encountering. However, when I started this my goal was to be as open and honest about everything as possible, so here goes…

I’ve run into a bit of a mental barrier over the last few days of work. I’ve become a little overwhelmed with the work that stretches out in front of me and I’m finding it difficult to decide to actually dive in and start working on something. Working on my UML design helped for a while, but it also may have been serving as a form of procrastination, keeping me from getting into the more difficult stuff.

Here’s where I’m at:

  • I’ve got a prototype I’m happy with
  • I’ve got designs for 4 separate game modes I want to implement for the game
  • I know which game mode I want to implement to completion for the iPhone release first

That all sounds well and good, but I’m starting to get overwhelmed by all the things that need to be done now:

  • I need to start recoding the game with a proper code architecture that will let me expand into the 4 game modes I want to do
  • I need to learn a lot more about Apple’s Core systems to properly implement my game for the iPhone
  • I need to fully flesh out the designs for the four game modes
  • I need to find a 2D artist to do some concept work for the visual look of the game and then for them to actually start creating art for the game
  • I need to find a musician to start working with me on an aural design for the game and then to start composing
  • I need to find a sound designer to start working with me on a sound effects design for the game and then to start creating sounds
  • I need to start driving more traffic to the site
  • I need to start thinking about how I’m going to market the game once it’s ready for release in the iPhone store and then longer-term about how to market it when I’m ready for my PC/Mac release
  • I need to do all of the above in the context of my limited budget for the game

I think the act of actually writing it out has already helped to calm me down somewhat. My wife always tells me to “make a list” when I get overwhelmed with details like this. Maybe she was right (she usually is).

But still, this is a little daunting at first. I’ve worked on a lot of games, so I knew coming into this how much work was involved in making a game from start to finish. The thing is, it doesn’t really sink in until you realise you’re the one who has to do all of it. I’m not complaining, mind you. I’m still enjoying this immensely…it’s just taking some adjusting to.

So…what next? I think what I should probably do is revisit the design document and update it to reflect the new design of the game. I’m going to need to document to show to an artists/musician/sound designer so that they get an idea of what the game will be. Once I’ve done that I think it will be time to lay down a real schedule for the project. I’ll set down some milestones for my own development and scope out the project. This should help me determine where I’m at and where I’m going. From there I can work backwards and determine exactly when I need to get my art and sound assets into the game. It should also help to keep me motivated. Right now I think I’m suffering from too much choice. I have no way of prioritizing. The milestones and schedule should help with that.

Ok, so I have a plan. Phew. Who knew blogging could be so helpful?

Owen