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Game Development Journal 4 Drew Graham
This week I spent my time on implementing sound effects/music in the game. I think I over-engineered it a bit considering the end-of-the-line nature of Week 11, but it was good practice in implementing a feature properly to make it easy to tweak and extend the functionality of sound in the game.
This Audio struct allowed us to organize important information about each Audio clip in the game.
I also spent a lot of time making sure the build functions properly. A lot of things that looked/worked fine in the editor did not come out the same way in the build. Most notably, many textures did not show up in the build. It turned out to be an issue with the pre-compiled shader settings in the Project Settings > Graphics Settings. We had to check all the types of shaders used in our materials/textures, than make sure those types of shaders were being pre-compiled in the build process so that they’d show up in the build.
These changes don’t entail much that’s screenshot-worthy, so you’ll have to look at the final build to see them in action.
This was really the weakest point in the whole work.
* Plate XV. cropped from border and page illustrating C. V. Raman. "The Curvature Method of determining the Surface-Tension of Liquids." The London, Edinburgh and Dublin Philosophical Magazine and Journal of Science. Ser. 6, Vol. 14 (1907) : 591-596 UC Berkeley copy, digitized April 20, 2007
The experiments and observations recorded in this note were made at the Physical Laboratory of the Presidency College, Madras.
C. V. Raman (1888-1970 *) — "physicist whose ground breaking work in the field of light scattering earned him the 1930 Nobel Prize for Physics."
am imagining selection and preparation of this photograph, for submission with the paper. epigram from p 594.