Audio System and Drag-and-Drop Assets added to SunBurn XNA Game Engine
The latest version of the SunBurn Game Engine is nearly out of the early adopter phase, and development is going very well. This week, two more engine features were added:
Audio System
Player, environmental, ui, and other sounds (especially 3D) add enormous depth to games. Until now adding audio to SunBurn games involved code for ambient, ui, and 3D audio sources (using the XNA api). Now SunBurn includes a full audio system that handles all of the details using simple audio sources. It supports:
• Point / location based 3D sounds (with control of the audible distance)
• Ambient and UI non-3D sounds
• Continuous looping sounds
• Single-shot sounds
• Playing / stopping
• Create audio sources in the SunBurn world editor or in code
• Full support for Windows, Xbox, and Window Phone 7
• Automatically handles maximum platform audio sources (on Xbox and WP7, Windows has no limit)
• And all using the built-in audio system – no playback or device code is required.
Drag-and-Drop Assets
SunBurn’s world editor now offers drag-and-drop UI controls to allow assigning assets to custom object types during design-time / level-editing. The new controls types are:
SoundEffectAsset – add a property of this type to your class and the editor will automatically support dropping sound files onto the property
ModelAsset – add a property of this type to your class and the editor will automatically support dropping models onto the property
The classes also provide direct access to the contained asset, without the need to load the asset manually. This enables developers to:
• Add assets to classes and components without needing access to the game’s content manager
• Receive events when new assets are assigned to the object in-editor (or set in-code)
More features are planned and will be announced in the coming weeks. Find all the latest updates at Synapsegaming.com.
For Developers: A Game Engine for WP7 Game Development
You love WP7 apps. Making one (or completing that project you’ve been working on) gets easier with the SunBurn Game Engine. Synapse Gaming has long been a leader when it comes to XNA and game development and now its SunBurn Game Engine offers full support for SunBurn Game Engine.
This is not some add-on or a small subset of the engine. Instead it includes all of the features and systems the hardware is capable of supporting, and using the same api, content pipeline, and design as on Windows and Xbox. This allows a game to run across all three platforms without any modifications, while still being able to take advantage of SunBurn’s advanced features like deferred rendering, HDR, and more on Windows and Xbox.
Windows Phone 7 features in SunBurn include:
• Diffuse and emissive mapping
• Volume lighting
• Bloom / post-processing
• Baked-down lighting on static objects (see below)
• Composite lighting on dynamic objects (see below)
• Collisions
• Use the same scenes, light rigs, code, tools, and api on Windows, Xbox, and Windows Phone 7
SunBurn 2.0 also includes in-editor baked-down lighting, which generates light maps that render with none of the overhead of the real-time lighting (rendering nearly for free). This makes highly detailed lighting and shadows possible on Windows Phone 7 (which does not support dynamic lighting and shadows).
If you’re not a developer, look for WP7 games that include the SunBurn splash screen at the beginning, and enjoy a better player experience.
To learn more, and see SunBurn WP7 game engine and demos in action.
Or check out examples on YouTube .





















































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