XAudio2 Prototype Complete (+Isometric Engine Optimizations)
May 29 2011
Vertical synchronization in OpenGL is done. The game renders each frame only when it needs to, instead of always as fast as it can. This way, we save unneeded computation and save battery life.
Our first example code in XAudio2 is also done. We can now play sound (in this case, background music) asynchronously (meaning, in the background to the thread holding our message loop). Our next step is to get MP3 decompression working so we can play compressed background music, and after that, XA decompression so we can play compressed sound effects. I am assigning that job to LinearChaos (who has experience with DirectX and may be able to use DirectShow to decompress MP3) so that I can expand once more on the message loop to get user input to work.