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E-raamat: Game Audio Programming 2: Principles and Practices

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  • Formaat: 362 pages
  • Ilmumisaeg: 30-Aug-2018
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781351653947
  • Formaat - EPUB+DRM
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  • Formaat: 362 pages
  • Ilmumisaeg: 30-Aug-2018
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781351653947

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Welcome to the second volume of Game Audio Programming: Principles and Practices the first series of its kind dedicated to the art of game audio programming! This volume features more than 20 chapters containing advanced techniques from some of the top game audio programmers and sound designers in the industry. This book continues the tradition of collecting more knowledge and wisdom about game audio programming than any other volume in history.

Both audio programming beginners and seasoned veterans will find content in this book that is valuable, with topics ranging from extreme low-level mixing to high-level game integration. Each chapter contains techniques that were used in games that have shipped, and there is a plethora of code samples and diagrams. There are chapters on threading, DSP implementation, advanced middleware techniques in FMOD Studio and Audiokinetic Wwise, ambiences, mixing, music, and more.

This book has something for everyone who is programming audio for a game: programmers new to the art of audio programming, experienced audio programmers, and those souls who just got assigned the audio code. This book is for you!
Foreword xi
Acknowledgments xvii
Editor xix
Contributors xxi
Chapter 1 Life Cycle of Game Audio
1(16)
Florian Fusslin
Chapter 2 A Rare Breed: The Audio Programmer
17(16)
Stephane Beauchemin
Section I Low-Level Topics
Chapter 3 Multithreading for Game Audio
33(30)
Dan Murray
Chapter 4 Designing a Channel-Agnostic Audio Engine
63(24)
Ethan Geller
Chapter 5 Audio Resampling
87(12)
Guy Somberg
Chapter 6 Introduction to DSP Prototyping
99(14)
Jorge Garcia
Chapter 7 Practical Applications of Simple Filters
113(12)
Dan Murray
Section II Middleware
Chapter 8 Advanced FMOD Studio Techniques
125(24)
Guy Somberc
Chapter 9 Understanding Wwise Virtual Voices
149(12)
Nic Taylor
Section III Game Integration
Chapter 10 Distance-Delayed Sounds
161(24)
Kory Postma
Chapter 11 Designs for Ambiences in Open-World Games
185(12)
Matthieu Dirrenberger
Chapter 12 Approximate Position of Ambient Sounds of Multiple Sources
197(30)
Nic Taylor
Chapter 13 Techniques for Improving Data Drivability of Gameplay Audio Code
227(10)
Jon Mitchell
Chapter 14 Data-Driven Sound Limitation System
237(10)
Akihiro Minami
Yuichi Nishimatsu
Chapter 15 Realtime Audio Mixing
247(14)
Tomas Neumann
Chapter 16 Using Orientation to Add Emphasis to a Mix
261(20)
Robert Bantin
Chapter 17 Obstruction, Occlusion, and Propagation
281(10)
Michael Filion
Chapter 18 Practical Approaches to Virtual Acoustics
291(18)
Nathan Harris
Chapter 19 Implementing Volume Sliders
309(12)
Guy Somberg
Section IV Music
Chapter 20 Note-Based Music Systems
321(24)
Charlie Huguenard
Chapter 21 Synchronizing Action-Based Gameplay to Music
345(16)
Colin Walder
Index 361
Guy Somberg has been programming audio engines for his entire career. From humble beginnings writing a low-level audio mixer for slot machines, he quickly transitioned to writing game audio engines for all manner of games. He has written audio engines that shipped AAA games like Hellgate: London, Bioshock 2, and The Sims 4, as well as smaller titles like Minion Master, Tales From the Borderlands, and Game of Thrones. Guy has also given several talks at the Game Developer Conference and at CppCon.

When hes not programming or writing game audio programming books, he can be found at home reading, playing video games, and playing the flute.