0:53Fix: Windows API return values and stubs
0:53Fix: Windows API return values and stubs
0:53Fix: Windows API return values and stubs
2:29Fix: XInput on Windows 8
2:29Fix: XInput on Windows 8
2:29Fix: XInput on Windows 8
3:48Fix: Restore Alt-F4 functionality
3:48Fix: Restore Alt-F4 functionality
3:48Fix: Restore Alt-F4 functionality
9:21Bool datatype idiosyncraries
9:21Bool datatype idiosyncraries
9:21Bool datatype idiosyncraries
13:55Foreshadowing an XInput performance issue
13:55Foreshadowing an XInput performance issue
13:55Foreshadowing an XInput performance issue
16:44Intro to sound programming for games
16:44Intro to sound programming for games
16:44Intro to sound programming for games
23:55Initializing DirectSound Overview
23:55Initializing DirectSound Overview
23:55Initializing DirectSound Overview
32:00Create a DirectSound Object
32:00Create a DirectSound Object
32:00Create a DirectSound Object
33:54Configuring the DirectSound Object
33:54Configuring the DirectSound Object
33:54Configuring the DirectSound Object
38:04Creating and Configuring the Primary Buffer
38:04Creating and Configuring the Primary Buffer
38:04Creating and Configuring the Primary Buffer
51:36Creating and Configuring the Secondary Buffer
51:36Creating and Configuring the Secondary Buffer
51:36Creating and Configuring the Secondary Buffer
1:04:05Fixing WaveFormat order
1:04:05Fixing WaveFormat order
1:04:05Fixing WaveFormat order
1:06:07Do you use data-structures like linked-list, binary trees..?
1:06:07Do you use data-structures like linked-list, binary trees..?
1:06:07Do you use data-structures like linked-list, binary trees..?
1:06:34Can you explain again why you need two buffers instead of just doing everything in one?
1:06:34Can you explain again why you need two buffers instead of just doing everything in one?
1:06:34Can you explain again why you need two buffers instead of just doing everything in one?
1:09:23Are there any case we'd want more than two [audio] channels?
1:09:23Are there any case we'd want more than two [audio] channels?
1:09:23Are there any case we'd want more than two [audio] channels?
1:11:05If the framerate would ever drop, can there be audio dropouts?
1:11:05If the framerate would ever drop, can there be audio dropouts?
1:11:05If the framerate would ever drop, can there be audio dropouts?
1:13:41The nBlockAlign and nAverageBytesPerSecond are redundant.
1:13:41The nBlockAlign and nAverageBytesPerSecond are redundant.
1:13:41The nBlockAlign and nAverageBytesPerSecond are redundant.
1:14:57On Linux will we be doing ALSA or higher level like PulseAudio/Jack?
1:14:57On Linux will we be doing ALSA or higher level like PulseAudio/Jack?
1:14:57On Linux will we be doing ALSA or higher level like PulseAudio/Jack?
1:16:00What newer sound API would you recommend instead of old DirectSound?
1:16:00What newer sound API would you recommend instead of old DirectSound?
1:16:00What newer sound API would you recommend instead of old DirectSound?
1:16:46The two second buffer doesn't sound acceptable / not-noticeable if you're playing music.
1:16:46The two second buffer doesn't sound acceptable / not-noticeable if you're playing music.
1:16:46The two second buffer doesn't sound acceptable / not-noticeable if you're playing music.
1:17:27Have or do you work in the industry?
1:17:27Have or do you work in the industry?
1:17:27Have or do you work in the industry?
1:17:54Have you thought about guest programmers tagging in to teach things like linux or whatever topic is their expertise?
1:17:54Have you thought about guest programmers tagging in to teach things like linux or whatever topic is their expertise?
1:17:54Have you thought about guest programmers tagging in to teach things like linux or whatever topic is their expertise?
1:18:35VirtualAlloc: MEM_COMMIT to MEM_RESERVE|MEM_COMMIT
1:18:35VirtualAlloc: MEM_COMMIT to MEM_RESERVE|MEM_COMMIT
1:18:35VirtualAlloc: MEM_COMMIT to MEM_RESERVE|MEM_COMMIT
1:20:23About game development as a career field
1:20:23About game development as a career field
1:20:23About game development as a career field
1:22:57Will you show us how to use bone animations or will you use spritesheets?
1:22:57Will you show us how to use bone animations or will you use spritesheets?
1:22:57Will you show us how to use bone animations or will you use spritesheets?
1:24:15More on our usage of DirectSound (Not a buffer)
1:24:15More on our usage of DirectSound (Not a buffer)
1:24:15More on our usage of DirectSound (Not a buffer)
1:25:33About game programming optimisation
1:25:33About game programming optimisation
1:25:33About game programming optimisation
1:27:56Why don't we use the second buffer to grab the handle instead of creating something just to grab a handle?
1:27:56Why don't we use the second buffer to grab the handle instead of creating something just to grab a handle?
1:27:56Why don't we use the second buffer to grab the handle instead of creating something just to grab a handle?
1:29:26Isn't this learning how to carve stone with chisel instead of using modern machinery?
1:29:26Isn't this learning how to carve stone with chisel instead of using modern machinery?
1:29:26Isn't this learning how to carve stone with chisel instead of using modern machinery?