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Almost all sound libraries (DirectSound, XACT, XAudio2, OpenAL, Core Audio, etc.) support changing the playback rate of your sounds. By doing this, you will effectively be changing the sound pitch, so you can use this for example, to make car engines sound higher programmatically as they move faster. Also, many libraries support more advanced sound effects. ...


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It depends on what kind of game developer career you are seeking. Most titles created in the modern game industry are made by huge teams where a programmer doesn't ever have to draw a single pixel. Though if you're more into developing your own indie game, you could assume the "one man army" role, in which you'll have to deal with graphics and sound ...


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Sounds like the scaling algorithm you're using isn't interpolating pixels. Pictures are best explained with pictures: It's the Major, first in full, then scaled down with Lanczos (left) and nearest-pixel (a.k.a. no interpolation) (right) to two sizes. The same comparison, in 3x magnified: Make sure the scaling you're using is resampling sensibly. For ...


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From the Creative Commons Attribution-NonCommercial-NoDerivs 2.5 license text section 1.b: "Derivative Work" means a work that reproduces a substantial part of the Work Your video game would include a substantial part of the work (all of it, in fact), and so would be a derivative work by the definition of the term used by the license text. And so ...



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