An audio processing library for game development in flash

R. Migneco, Travis M. Doll, Jeffrey J. Scott, Christian M. Hahn, P. Diefenbach, Youngmoo E. Kim
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引用次数: 10

Abstract

In recent years, there has been sharp rise in the number of games on web-based platforms, which are ideal for rapid game development and easy deployment. In a parallel but unrelated trend, music-centric video games that incorporate well-known popular music directly into the gameplay (e.g., Guitar Hero and Rock Band) have attained widespread popularity on console platforms. The limitations of such web-based platforms as Adobe Flash, however, have made it difficult for developers to utilize complex sound and music interaction within web games. Furthermore, the real-time audio processing and synchronization required in music-centric games demands significant computational power and specialized audio algorithms, which have been difficult or impossible to implement using Flash scripting. Taking advantage of features recently added to the platform, including dynamic audio control and C-compilation for near-native performance, we have developed the Audio processing Library for Flash (ALF), providing developers with a library of common audio processing routines and affording web games with a degree of sound interaction previously available only on console or native PC platforms. We also present several audio-intensive games that incorporate ALF to demonstrate its utility. One example performs real-time analysis of songs in a user's music library to drive the gameplay, providing a novel form of game-music interaction.
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用于游戏开发的音频处理库
近年来,网络平台上的游戏数量急剧增加,这是快速游戏开发和易于部署的理想平台。在一个平行但不相关的趋势中,以音乐为中心的电子游戏将著名的流行音乐直接融入游戏玩法(如《吉他英雄》和《摇滚乐队》)在主机平台上获得了广泛的欢迎。然而,Adobe Flash等网络平台的局限性使得开发者很难在网页游戏中利用复杂的声音和音乐互动。此外,以音乐为中心的游戏所需要的实时音频处理和同步需要强大的计算能力和专门的音频算法,而使用Flash脚本很难或不可能实现这一点。利用最近添加到平台上的功能,包括动态音频控制和接近本机性能的c编译,我们开发了Flash音频处理库(ALF),为开发者提供了一个常见音频处理例程库,并为网页游戏提供了一定程度的声音交互,以前只有在主机或本机PC平台上才有。我们还介绍了几个音频密集型游戏,其中包含ALF来演示它的实用性。一个例子是对用户音乐库中的歌曲进行实时分析,以推动游戏玩法,提供一种新颖的游戏-音乐互动形式。
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