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  • Re: Making money with Silverlight Games Apps?

    Ha, lovely.  I'm just going to take that down and make it stand alone one day.
  • Re: Making money with Silverlight Games Apps?

    If you develop a killer app in facebook then it will take off.  But the requirements for what is killer has been raised, and with established players like Playfish and Zynga, is somebody, without financial support, really going to out do them?  The technological advances that Silverlight affords, or the barrier of having a ...
  • Re: Re: Making money with Silverlight Games Apps?

    Not to be a downer but unless you make the most killer game ever, it just isn't going to be make money.  I think Silverlight 3 is very viable for game making, and I think if the game is good then the people will come regardless of where it is.  If you look at the silverlight games that exist now it isn't like anything ...
  • Problem with WritableBitmap and negative coordinates

    I am working on a Logo interpreter and have gotten to the point where I'm ready to accept user input.  This presents a problem with a solution I had earlier with WritableBitmap and as I am writing also my ScrollViewer. My implentation is as follows: Everytime the turtle draws a line, when the line is complete I create a writeable bitmap ...
  • Re: SL3 MediaElement

    Yeah, that's long gone, and I think all the issues are known.  I have some other interesting projects on my site with the MediaElement if you're interested in looping and such
  • Re: 32 bit float audio

    No, I am generating the audio data, not using samples.  Eventually the goal is to create a subtractive synth, but in this case I'm looking for a pure as possible sine tone that I want to change the frequency of. Changing the frequency would rule out any encoded audio format since I'd need the decoded audio. It appears that ...
  • 32 bit float audio && 96000 Samples Per Second

    I've created an app that uses the mediastreamsource to generate some sin waves to produce audio.  Up to this point I've been using 16 bit PCM audio at 44100 hz. Here's my situation, I would like to create as an accurate of a sound as possible, so I would like to generate 32 bit float point PCM audio at 96000 hz.  ...
  • Re: Re: Re: mp4 seamless looping audio

    Well the synch functionality barely works right, I'm looking into ways to improve it.  I think the right way was not with MP3s, but to do this with WMA so that the loops would have been perfect with lossless and the WMA specification is easier to get at everything than ISO-14996. But thanks for the thanks.
  • Re: mp4 seamless looping audio

    Ive extended the project so that you can loop multiple track simultaneously.  I think this would do nicely for games and such: http://www.ddtmm.com/post/Synched-Looping-Audio.aspx
  • mp4 seamless looping audio

    Hey all I posted a solution I worked on a while back regarding looping mp4 audio.  It might be of interest to game makers and such.  Didn't get as far as I wanted, but I would prefer it didn't sit there and rot. http://www.ddtmm.com/post/Seamless-mp4-Looping-Audio.aspx Totally cool if somebody wants to take it and run with it.
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