I have to add sound to a game and I found that you can use xact. That's fine, however why not just use Content.Load?
Besides the tweaking of the sound, are there any other advantages to using Xact?
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There's a little more to game audio than just playing back and fading in/out sound files. XACT is primarily useful when you're working with a sound designer who either has no coding experience, or no desire to work in code. Omnion's answer covers the essentials:
Among the few (all small or indie) developers I've worked with, there's a bad habit when thinking about game audio to describe your audio needs exclusively in terms of asset lists. While you do need to eventually keep track of all the different sound files you need for a game, it's not useful at all in describing how multiple sound assets work together to create an overall sound event. XACT and other tools like FMOD and Wwise create an interface between sound designer and programmer. The sound designer creates a Sound Cue, Event, or Sync (terminology depends on the tool being used) that can be referred to either by name ( Here's Microsoft's article about parameters in XACT: http://msdn.microsoft.com/en-us/library/ee416028(v=vs.85).aspx So the breakdown is this: Sound Designer:
Programmer
The classic example is a car engine. Here's a video someone made of their car engine model in FMOD. In this example the programmer would need to do the following:
More than CarsI'm using FMOD on a project to control the movement of robots.
XACT, FMOD, and Wwise are also really useful for footsteps, you can create a "Footstep" sound cue, which has a bank of different footsteps. It will select one at random, adjust its pitch randomly (within a limit). The bottom line with these tools, is that your sound designer probably knows what sounds better than you do, so let them define the behavior in an abstract way, so then you only have to adjust some predefined parameters to get the desired effect. |
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Xact is a bit harder to use than the Content Pipeline method. It was originally the only way to play sounds, but the team added the Content Pipeline method for an easier way. Xact lets you do stuff like:
Anyway, learning Xact can be a pain. Only do it if you really think your going to need it. Perhaps you could set up an abstraction in your game so you could switch to Xact a bit easier? If your going to have a lot of sounds and your going to want some of the above features, Xact might be the way to go. Personally, since your kind of new, I would just use the Content Pipeline method and switch to Xact if you really found the need for it later. |
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