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Mastering The Audible Realm
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Curriculum Design and Instruction To Teach
Game Programming: Cross-Platform Game
Programming With the Allegro Game Library:
Mastering The Audible Realm:
Author: Charles Hayes:
Game programming, is a subset of game
development, is the programming of
computer, console or arcade games.
Though often engaged in by professional
game programmers, many novices may program
games as a hobby. Most software engineering
students program games as exercises for
learning a programming language or operating
system:
Allegro is a free software/open source software
library for video game development, with functions
for basic 2D graphics, image manipulation, text
output, audio output, midi music, input and timers,
as well as additional routines for things like
fixed-point and floating-point matrix arithmetic,
unicode strings, file system access, file
manipulation, data files, and
(limited, software-only) 3D graphics.
As of version 4.0, programs that use the
library work on DOS, Microsoft Windows,
BeOS, Mac OS X, and various Unix-like
systems with (or without) X Window System,
abstracting their application programming
interfaces (APIs) into one portable interface.
The library is written in the C programming
language and designed to be used with C or C++.
It comes with extensive documentation and many
examples.
Author: Charles Hayes:
Special Features Include:
Phases For Conducting A Needs Assessment:
Curriculum Design Supplement:
Curriculum Design Plan:
Lesson Plans:
Test:
Instructional Goals:
Instructional Objectives:
Instructional Activities:
Instructional Evaluation Techniques:
Standard Vocabulary:
A Limited Glimpse:
Topics Include:
* Cross-Platform Game Programming With
The Allegro Game Library:
@ Mastering The Audible Realm:
A. Introduction:
B. The PlayWave Program:
C. Sound Initialization Routines:
1. Detecting the Digital Sound Driver:
2. Reserving Voices:
3. Initializaing the Sound driver:
4. Removing the Sound Driver:
5. Changing the Volume:
D. Standard Sample Playback Routines:
1. Loading a Sample File:
2. Playing and Stopping a Sample:
3. Altering a Sample's Properties:
4. Creating and Destroying Samples:
E. Low-Level Sample Playback Routines:
1. Allocating and Releasing Voices:
2. Starting and Stopping Playback:
3. Status and Priority:
4. Controlling the Playback Position:
5. Altering the Playback Mode:
6. Volume Control:
7. Pitch Control:
8. Panning Control:
F. The SampleMixer Program:
G. Playing Music:
1. Midi Basics:
2. Loading a Midi File:
3. Getting the Midi Length:
4. Playing a Midi File:
5. Example program:
H. Summary:
* STATE OF THE ART CURRICULUM DESIGN:
* NEW:
* BIBLIOGRAPHICAL REFERENCES & INDEX:
* ASCII TABLE:
* NUMBERING SYSTEMS: BINARY, DECIMAL, AND
HEXADECIMAL:
* RECOMMENDED BOOKS AND WEBSITES
* DIAGRAMS:
* ILLUSTRATIONS:
* PHOTOS:
* PAPERBACK:
* TRANSPARENT FRONT PAGE:
* BLACK OR WHITE BACK PAGE COVER:
* BINDED: BLACK OR WHITE COIL:
* 150 WHITE PAGES: 8x11"
* ALLOW 10 TO 14 DAYS TO RECEIVE ITEM:
* ORDER EARLY WHILE SUPPLIES LAST:
Game Programming: Cross-Platform Game
Programming With the Allegro Game Library:
Mastering The Audible Realm:
Author: Charles Hayes:
Game programming, is a subset of game
development, is the programming of
computer, console or arcade games.
Though often engaged in by professional
game programmers, many novices may program
games as a hobby. Most software engineering
students program games as exercises for
learning a programming language or operating
system:
Allegro is a free software/open source software
library for video game development, with functions
for basic 2D graphics, image manipulation, text
output, audio output, midi music, input and timers,
as well as additional routines for things like
fixed-point and floating-point matrix arithmetic,
unicode strings, file system access, file
manipulation, data files, and
(limited, software-only) 3D graphics.
As of version 4.0, programs that use the
library work on DOS, Microsoft Windows,
BeOS, Mac OS X, and various Unix-like
systems with (or without) X Window System,
abstracting their application programming
interfaces (APIs) into one portable interface.
The library is written in the C programming
language and designed to be used with C or C++.
It comes with extensive documentation and many
examples.
Author: Charles Hayes:
Special Features Include:
Phases For Conducting A Needs Assessment:
Curriculum Design Supplement:
Curriculum Design Plan:
Lesson Plans:
Test:
Instructional Goals:
Instructional Objectives:
Instructional Activities:
Instructional Evaluation Techniques:
Standard Vocabulary:
A Limited Glimpse:
Topics Include:
* Cross-Platform Game Programming With
The Allegro Game Library:
@ Mastering The Audible Realm:
A. Introduction:
B. The PlayWave Program:
C. Sound Initialization Routines:
1. Detecting the Digital Sound Driver:
2. Reserving Voices:
3. Initializaing the Sound driver:
4. Removing the Sound Driver:
5. Changing the Volume:
D. Standard Sample Playback Routines:
1. Loading a Sample File:
2. Playing and Stopping a Sample:
3. Altering a Sample's Properties:
4. Creating and Destroying Samples:
E. Low-Level Sample Playback Routines:
1. Allocating and Releasing Voices:
2. Starting and Stopping Playback:
3. Status and Priority:
4. Controlling the Playback Position:
5. Altering the Playback Mode:
6. Volume Control:
7. Pitch Control:
8. Panning Control:
F. The SampleMixer Program:
G. Playing Music:
1. Midi Basics:
2. Loading a Midi File:
3. Getting the Midi Length:
4. Playing a Midi File:
5. Example program:
H. Summary:
* STATE OF THE ART CURRICULUM DESIGN:
* NEW:
* BIBLIOGRAPHICAL REFERENCES & INDEX:
* ASCII TABLE:
* NUMBERING SYSTEMS: BINARY, DECIMAL, AND
HEXADECIMAL:
* RECOMMENDED BOOKS AND WEBSITES
* DIAGRAMS:
* ILLUSTRATIONS:
* PHOTOS:
* PAPERBACK:
* TRANSPARENT FRONT PAGE:
* BLACK OR WHITE BACK PAGE COVER:
* BINDED: BLACK OR WHITE COIL:
* 150 WHITE PAGES: 8x11"
* ALLOW 10 TO 14 DAYS TO RECEIVE ITEM:
* ORDER EARLY WHILE SUPPLIES LAST:



