0 A.D. Audio Development I signed on as Sound Designer for this Historical RTS currently in production at WildFireGames called 0 A.D. ("zero ay-dee") in March of 2005.
If this is your first time here, you can start at the beginning, and then work your way forward though the archive links. -------------------------------------------------------
Monday, May 22, 2006
ISACT - End Game
Word from Creative regarding the file loading issue in response to this:

Our game loads all its data from a single packed datafile, and
sometimes needs to do some processing (like decompression) after
reading it. ISACT only seems to provide interfaces like
LoadFile(szFileName), and automatically loads other files (like the
referenced Content/Sample Banks), which isn't flexible enough to work
in that situation. Is there any way to override its file
loading/reading code, so it calls functions that we provide to return
the file data instead of trying to load the file itself?

Currently the ISACT Engine loads all ISACT files directly from disc. However, the feature your programmers are requesting is quite a common request, so this is a high-priority on our "to do" list for ISACT updates.

And so it goes.
Not one to wait around, we'll be moving forward with previos plans for tool integration into our internally delevoped editor.

More to come, Hang in there!
Tuesday, May 02, 2006
ISACT - Another Look
A coupla things clarified in the last weeks regarding ISACT...

OS compatability:
ISACT run-time libraries are available for Windows, Mac, Linux, and Microsoft's XBox 360. Only PC libraries are available for download; for all other run-time libraries, please contact your Developer Relations representative.
ISACT is free for licensing in PC games and other libraries with limited stipulations.

Anyone who wanted to develop the audio end would need to apply to Creative for use of the ISAC/IPS tool. (i.e. fax to the company with your reasons and intent)

Programming team concerns:
It looks like there might be other problems with integrating their run-time code into our game - in particular, I can't see any way to alter the way they load data from files, but we have to do that in order to handle files in archives (and also mods).

This is the main problem, looks like. Most of the benefit from our loading system comes from packaging files into archives. Since the ISACT interface only allows loading from a conventional OS file, we would have to make sure all audio files are not stored in archives. This would be possible, but quite an annoyance and loss in efficiency. (wrt our system)

Still looking into ways around this discovery, jury still out.

Reasons to continue consideration:

  • Fully developed toolset

  • "Plug and Play" with OpenAL and EAX

  • Free License

  • Toolset available to modders. (although can't ship with it)

Detriments: (and possibly the buzz kill)

  • Loading data from files/ handling files in archives.

In the good news department, 0 A.D. has hired on our first dedicated Audio programmer!
We are looking forward to the experience and expertise he'll be bringing to the team, with a extra special nod to the audio development.

Expect to hear more soon!