Game Development Reference
In-Depth Information
Figure 8.1 The Sound
Properties window allows you
to set the export settings for
each individual sound in your
library.
MP3 quality. This is a great option and not only means that the
sound won
t experience any further quality loss, but also the SWF
will export faster than Flash if Flash had to recompress it.
'
CS5.5 Feature Incremental Compilation
A new behind-the-scenes feature included in CS5.5 is something
called incremental compilation. What this does is take assets that
haven
t changed since the last SWF file was created (specifically
audiofilessettoexportatMP3andfonts,althoughhopefully
Adobe will eventually extend this to all asset types) and cache the
last compiled version of them. What this means, in practice, is that,
large sounds that used to take upward of 10 seconds to export to
MP3 will now take a fraction of a second. This cache is created the
very first time you export a SWF in a session of CS5.5, so the very
firstexportwilltaketheoriginal amount of time. However, every
subsequent export you do until you close the Flash IDE or alter the
audio asset
'
s properties will benefit from this huge speed boost.
Best of all, this happens automatically
'
you don
'
thavetodoany-
thing to get the benefit!
You may be thinking at this point that it would simply make
sense to use MP3 compression for every sound effect in a game and
forego WAV files altogether. The problem with this approach is that
it is taxing on the Flash Player to start the process of playing an MP3
file because it must be uncompressed in real time. A music track
that only loops every one to two minutes isn
t noticeable, but if you
have many sound effects occurring in rapid succession, this
can cause a bog down on the processor that hurts the game
'
'
s
Search Nedrilad ::




Custom Search