Game Development Reference
In-Depth Information
Well around that same time (actually a few years before), something
called the Internet, or more specii cally the World Wide Web, became a
very interesting place for gaming. Folks had these things called modems
that they would use to access the Web. At i rst, internet connections
were not so fast, but over time they became much faster and are getting
faster all the time. You could potentially play a game on your PC without
having to put a CD, DVD, or any physical media into your machine, and
the software could be downloaded directly to your computer, via the
Internet.
10101010101
01010101010
10101010101
01010101010
101010101
010101010
101010101
010101010
2013
1010101
0101010
1010101
0101010
101010
010101
101010
010101
2008
1010
0101
1010
0101
2005
2003
2000
56 Kbps
Dial up
Modem
128 Kbps-
ISDN
6 Mbps-
Cable
Modem
768 Mbps-
DSL
1.5 Mbps-
DSL
The increasing relative bandwidths of Internet connections over the years. Bandwidth is an
extremely important criterion for creating sounds for any web-based games. Lower bandwidth
means correspondingly lower audio quality, while higher bandwidth gives much better quality, but
can create issues on older and slower connections.
About this time, a little program called Flash made by Macromedia (and
then purchased by Adobe later on) was catching on as a platform for
game development.
The i rst Internet games that used Flash had on average one piece of
music around 20 to 30 seconds in length, three to 10 sound ef ects and a
handful of voice-over lines, all of which had to i t in the game at around
30-50KB. Sound familiar. . . ?
Flash was able to ei ciently compress its graphic and sound data into a
stream that ordinary users could download without too much trouble.
If Flash was limited to triggering regular PCM audio, this could have
been a problem—even a deal killer, as the PCM audio could potentially
result in huge download times. To get around these limitations, Flash
 
Search WWH ::




Custom Search