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E-raamat: Game Audio Programming 3: Principles and Practices: Principles and Practices [Taylor & Francis e-raamat]

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  • Formaat: 258 pages, 26 Halftones, black and white; 53 Illustrations, black and white
  • Ilmumisaeg: 22-Sep-2020
  • Kirjastus: CRC Press
  • ISBN-13: 9780429331251
  • Taylor & Francis e-raamat
  • Hind: 216,96 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 309,94 €
  • Säästad 30%
  • Formaat: 258 pages, 26 Halftones, black and white; 53 Illustrations, black and white
  • Ilmumisaeg: 22-Sep-2020
  • Kirjastus: CRC Press
  • ISBN-13: 9780429331251
"This is Volume 3 in a sequential series of bi-annual volumes, with each volume comprised of 20-25 chapters written by game audio programmers and sound designers. Basic to advanced knowledge of programming and audio integration techniques is presented. One of the goals of this book is to raise the general level of game audio programming expertise, so it is written in a manner that is accessible to beginners, while still providing valuable content for more advanced game audio programmers. The authors of the chapters will have used all of the techniques in shipping games, so readers will learn about techniques that are actually practical, with plenty of code examples and diagrams"--

Welcome to the third volume of Game Audio Programming: Principles and Practices—the first series of its kind dedicated to the art and science of game audio programming. This volume contains 14 chapters from some of the top game audio programmers and sound designers in the industry. Topics range across game genres (ARPG, RTS, FPS, etc.), and from low-level topics such as DSP to high-level topics like using influence maps for audio.

The techniques in this book are targeted at game audio programmers of all abilities, from newbies who are just getting into audio programming to seasoned veterans. All of the principles and practices in this book have been used in real shipping games, so they are all very practical and immediately applicable. There are chapters about split-screen audio, dynamic music improvisation, dynamic mixing, ambiences, DSPs, and more.

This book continues the tradition of collecting modern, up-to-date knowledge and wisdom about game audio programming. So, whether you’ve been a game audio programmer for one year or ten years, or even if you’ve just been assigned the task and are trying to figure out what it’s all about, this book is for you!

Key Features

  • Cutting-edge advanced game audio programming concepts, with examples from real game audio engines
  • Includes both high-level and low-level topics
    • Practical code examples, math, and diagrams that you can apply directly to your game audio engine.
  • 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, The Sims 4, and Torchlight 3, 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, the Audio Developer Conference, and CppCon. When he’s not programming or writing game audio programming books, he can be found at home reading, playing video games, and playing the flute.

    Preface xi
    Acknowledgments xv
    Editor xvii
    Contributors xix
    Chapter 1 Sound Effect Categories
    1(14)
    Florian Fusslin
    Section I DSP
    Chapter 2 Complex Numbers: A Primer for DSP Programming
    15(14)
    Robert Bantin
    Chapter 3 Building Dynamic Analog-Style Filters: Bi-Quadratic Cascades vs Digital Integrator Cascades
    29(22)
    Robert Bantin
    Chapter 4 Modeling Atmospheric Absorption with a Low-Pass Filter
    51(20)
    Nic Taylor
    Section II Voice
    Chapter 5 Software Engineering Principles of Voice Pipelines
    71(10)
    Michael Fiuon
    Chapter 6 A Stimulus-Driven Server Authoritative Voice System
    81(12)
    Tomas Neumann
    Section III Audio Engines
    Chapter 7 Building the Patch Cable
    93(26)
    Ethan Geller
    Chapter 8 Split Screen and Audio Engines
    119(14)
    Aaron McLeran
    Chapter 9 Voice Management and Virtualization
    133(10)
    Robert Gay
    Chapter 10 Screen-Space Distance Attenuation
    143(24)
    Guy Somberg
    Chapter 11 Under the Influence: Using Influence Maps for Audio
    167(14)
    Jon Mitchell
    Chapter 12 An Importance-Based Mixing System
    181(24)
    Guy Somberg
    Chapter 13 Voxel-Based Emitters: Approximating the Position of Ambient Sounds
    205(30)
    Nic Taylor
    Chapter 14 Improvisational Music
    235(16)
    Charlie Hucuenard
    Index 251
    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, The Sims 4, and Torchlight 3, 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, the Audio Developer Conference, and 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.