Loading and Streaming Concepts

Streaming is the process of playing long samples from relatively slow devices without first loading everything into memory. Despite growing memory capacity and codec improvements, it is still commonly used to make titles which are bigger and more varied than otherwise would be possible.

This chapter explains how to implement streaming and arrange uninterrupted replay from optical and magnetic discs, flash memory and remote networks. It cites and compares the streaming behaviour of games like Dance Factory, Grand Theft Auto, Operation Flashpoint, Sea of Thieves, Showdown, Vib Ribbon and Worms.


Case studies in the following chapter collate additional practical advice.

Further reading

Audio Resource Management - previous chapter abstract.
Streaming Case Studies - next chapter abstract.
Return to the index of chapters.
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Copyright © 2019 Simon N Goodwin     [';']