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Altering the Interface

You can resize the main windows that make up the interface. For instance, you could lengthen the Track List, Track View, or Multi-Function sections. To try this, you can place your mouse over a border between the Track List and Multi-Function sections and then click and drag to the top. You will see...
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The Interface

To begin, let’s look at the screen and identify the various elements that make up the ACID window, which can be seen in Figure 11.11. At the top of the window you will see the familiar Windows title and menu bars. Below that is a toolbar that gives you quick access to the most commonly used commands....
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ACID Specifics

One of the greatest attributes of ACID is the interface, which is quick to learn and very easy to master. It’s a great choice for game development, especially for individuals with graphics or programming experience who have been given the task of developing music for their game. For those with a music...
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Installation

Before we begin discussing specifics of Sony ACID, we need to install it. You can download a demo of the most up-to-date version available from http//mediasoftware.sonypictures.com. The first step in the installation process is running the executable file. It will begin the installation process, and...
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Introduction to ACID

ACID is perhaps the easiest to use loop-based music-creation tool ever created and can be used in many game development projects. As far as software goes, it is undoubtedly one of the easiest tools to simply pick up and use. Before we begin using the software, we’ll look at the installation process...
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Introduction to Music and Sound Effects

Although a good concept and good graphics for your game are very important components in the game development process, they are not enough in a competitive marketplace. Music and sound effects have very important supporting roles in a completely successful game. Music and sound effects should convey...
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Chapter Review

In this chapter, we continued the project we started in Chapter 9 to create a playable game, which now keeps score, tracks lives, and has music and sound effects. We’ll use each of the concepts in games throughout the book. In the next few chapters, we’re going to look at the process of creating...
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Scoring and Sound Effects

We now have three lives and music playing, so we can turn our attention to the scoring and sound effects of the game. The player will add to his score when a collision occurs between the ball and the bricks, which results in the brick being destroyed. We have already created the collision event between...
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Continuing the Project

If you have not already done so, you should open the game from Chapter 9, “Our First Game in MMF.” Next, open the Event Editor (see Figure 10.1) and click on New Condition to open the New Condition window, seen in Figure 10.2. Figure 10.1: The Event Editor in MMF. Figure 10.2: Creating a new...
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Finishing Touches for Our First Game

In the previous chapter, we started the development of a game. If you want to play the game at this time, there are several things we have left to do. In this chapter, we’ll continue working on this and add music, sound effects, player lives, scoring, and so on.
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