The ins and outs of external audio files?

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  • I'm thinking of reducing the size of my game by a considerable amount by making the various music files and sound effect files in my game played from a audio folder instead of compressed into the game once it is built. However I have a concern with building the game and how exactly the game would be able to look in the same file no matter what computer it is installed on. Could anyone give me a quick run through or tutorial on how I would go about doing this?

  • To load the files simply use the following expression: appdrive$ + appdir$ + "name_of_your_file" (got that from Please login to see this link.). The appdrive$+appdir$ part grabs where your game's file is, and the other part is what you named your file (if your sound file is in a sub-folder of the folder that your game is installed in, you should include that as well: "name_of_your_sub_folder\name_of_your_file"). Obviously, you should replace the "name_of_your_file" part with the name of your file (with the quotes). This is how the expression should look, assuming the name of the sub-folder is "Sounds" and the name of the sound file is "Main theme.wav": appdrive$ + appdir$ + "Sounds\Main theme.wav".

    I hope this info helps!

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • No, not really. happygreenfrog gave you a full answer. Either zip the audio files within your game, or include it within the installer. It doesn't matter that the path to the audio files may be different on different machines, just make sub-folder within the application folder, put the music there, and follow happygreenfrog's advice.

    It's however better practice to use apppath$ than appdrive$ + appdir$

    Edited 3 times, last by Nifflas (February 8, 2013 at 10:46 PM).

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