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Thread: Building Apps Question

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    Clicker Multimedia Fusion 2SWF Export Module
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    Building Apps Question

    Hi there folks, I have a question.

    Why do people when they build an application carry over sounds? I thought they were put into the .exe.

    I see games that have the .exe then a folder called sounds and such. Why?

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    Re: Building Apps Question

    If the sounds are loaded from the application through somthing other than Samples and Music, you have to have a loadable file name. I am not sure how image/sound loading works, but just to be safe, I always load sounds from the AppPath$(Sounds\soundfile.ogg)

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    Re: Building Apps Question

    I like to have everything external. Replacing a sound later is easier plus you don't need to recompile the game.

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    Re: Building Apps Question

    Depends on your needs. If you have original music you don't want people taking, then putting external probably isn't a good idea (but it's still possible to get the music whether you put it internal or external, it's just not as easy if you have an internal file).

    Maybe using the zip object to unzip a password protected archive and load it, but I have no idea if or how that would work.

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    Re: Building Apps Question

    You can use the Binary Data function in the Data Elements window as well.

    Unpack the sounds whenever you need them out of the EXE...

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    Re: Building Apps Question

    Quote Originally Posted by Shawn
    Maybe using the zip object to unzip a password protected archive and load it, but I have no idea if or how that would work.
    This works quite well, actually. I have used it before.

    stephen1980
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    Re: Building Apps Question

    Quote Originally Posted by stephen1980
    Quote Originally Posted by Shawn
    Maybe using the zip object to unzip a password protected archive and load it, but I have no idea if or how that would work.
    This works quite well, actually. I have used it before.

    stephen1980
    I think that's what I'm going to do for GGG then. I really don't want to have a billion levels, then at the last minute decide I want to change some music or sounds and go through all those frames.

    Quick question, using this method, I assume the music and sounds are stored in a temp directory until you are finished with them? Would still be easy enough to get the sounds I guess if you run the game then go to the temp directory while the game is running them. Unless you can unzip, load the file, then re-zip it. But if the file has to remain unzipped while playing, that would not work.

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    Re: Building Apps Question

    How would i go about making it so sounds work but all you need do download is the exe?

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    Re: Building Apps Question

    Guys check out the data elements editor in MMF2

    You can easily replace sound files and still keep them internal to your game.

    I am also a big fan of the binary data feature and packing videos into the EXE and then playing them with Direct Show - You could do this with sounds also if your using direct show over the build in sound engine.


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    Re: Building Apps Question

    Quote Originally Posted by Jeff
    Guys check out the data elements editor in MMF2

    You can easily replace sound files and still keep them internal to your game.

    I am also a big fan of the binary data feature and packing videos into the EXE and then playing them with Direct Show - You could do this with sounds also if your using direct show over the build in sound engine.
    Thanks for the tip Jeff! Can you believe I never used the Data Elements editor? lol...

    Didn't even know I could replace sounds like that. Well, that solves that problem then.

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