I'm glad you liked it!
I have some other not-easily-found topics on my mind but, even if it doesn't seem so, it's really an exhausting task for me!
I think graphics are a must, but making them and writing not in my mother language, and trying to make it readable for people that are new to the subject... takes a while
Thanks for the support!I'll drop a little publicity here :D: you can check a real-life example of how it works in
this game I'm making (link).
It's subtle, but I think realistic.
I use
almost the same code as the one from the spatialization tutorial.
Next I'll be writing one about priority sound managers for a limited amount of sound sources.
* The basic one, just a resource handler.
* A priority handler that can reown a resource at any time depending on:
*
Priority: More important sounds (e.g.: dialogs
over gunshots) always should play.
* and
Distance: Discarding "really far away" spatialized sound from playing with a coarse square root table. And modifying the real priority if given a sound distance from the listener.
Also making an advice about how SFML says that it's Sound class is a flyweight (like "Sprite" for graphics) but actually each object owns an OpenAL sound source (a resource!)
So having, for example, enemy objects owning Sounds, even if they're not playing any, will inabilitate others to work (they can be out of resources)
In some OpenAL implementations, sources are limited to 64... or even 16!
Regards
-Martín