A new How to THINK when you DRAW on Kickstarter

I’m a huge fan of the How to THINK when you DRAW by Lorenzo Etherington. Right now they’re hosting a Kickstarter.com campaign for a 4th book. The link to the Kickstarter campaign. If you’re not familiar with the book series, they’re a collection of tutorials that diagram things to notice when drawing a wide assortment …

Mixing Text Going In Different Directions

In this article, I wanted to explore different text conventions: text that reads left-to-right (LTR) and text that reads right-to-left (RTL). More specifically, the odd pretzel-logic software makes when selecting and editing the text of both of these conventions simultaneously. Combining left-to-right and right-to-left text together is called bidirectional text, or BiDi for short. Different …

The Basics Of Streaming Audio

In previous articles, the basics of representing and playing non-streaming audio are covered. Now we’ll move on to cover streaming audio. This is not an article covering easy function calls to play streaming audio formats. Instead, it’s going to cover the basic fundamental concepts of streaming audio. Explaining The Diagrams This page uses diagrams to …

Two’s Complement And Weird Bit Widths

In a couple of previous audio articles, I’ve covered how PCM data is stored as two’s complement integers while glossing over what two’s complement is. This was done to avoid going off-topic. Well, now we’re going to get into that subject and get hands-on with the topic. Before going into the details, an explanation of …

Synthesizing Procedural Audio (In Unity)

In this article, we’re going to be creating PCM data and playing them through Unity. This article assumes that you also know the basics of digital audio [1][2].Note that to keep this article subject on-topic, we will hold off talking about streaming audio. The code for creating and calculating audio is pretty straightforward and simple, …

Basics of Representing Digital Audio

I wanted to cover how data is represented for digital audio. A lot of these concepts are highly coupled so it’s difficult to explain one thing without mentioning things that haven’t been explained yet (PCM, samples, waves, data ranges, etc.), especially without making the article several times longer. So I would suggest reading and understand …

Windows Functions For Writing Key Logging Software

Some quick notes on functions used for logging inputs on Windows, both the mouse and keyboard. I’m going to assume you’re familiar with the Windows Platform SDK or something similar where you can include Windows.h and get access to HWNDs. The classic message pump for a Windows class will let you listen to mouse and …