Buch, Englisch, 356 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 541 g
Principles and Practices
Buch, Englisch, 356 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 541 g
ISBN: 978-1-032-36107-9
Verlag: CRC Press
Welcome to the fourth volume of Game Audio Programming: Principles and Practices – the first series of its kind dedicated to the art, science, and craft of game audio programming. This volume contains 17 chapters from some of the top game audio programmers in the industry and dives into subjects that apply to diverse game genres and from low-level topics such as thread-safe command buffers and pitch detection to high-level topics such as object management, music systems, and audio tools.
With such a wide variety of topics, game audio programmers of all levels will find something for them in this book. The techniques presented in this book have all been used to ship games, including some large AAA titles, so they are all practical and many will find their way into your audio engines. There are chapters about timed ADSRs, data-driven music systems, background sounds, and more.
This book collects a wealth of advanced knowledge and wisdom about game audio programming. If you are new to game audio programming or a seasoned veteran, 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!
Zielgruppe
Professional
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Acknowledgments. Foreword. Contributors. Section I: Game Integration. Chapter 1 Audio Object Management Techniques. Chapter 2 State-Based Dynamic Mixing. Chapter 3 Timed ADSRs for One-Shot Sounds. Chapter 4 Systemic Approaches to Random Sound Effects. Chapter 5 The Jostle System: A Baked Solution to Environmental Interaction Sounds. Chapter 6 Background Sounds. Chapter 7 Data-Driven Music Systems for Open Worlds. Section II: Low-Level Topics. Chapter 8 Finding the Intersection of a Box and a Circle. Chapter 9 Building a Pitch Tracker: Fundamentals. Chapter 10 Building a Pitch Tracker: Practical Techniques. Chapter 11 Flexible Delay Lines: Practical Methods for Varying Sample-Rate Delays During Playback. Chapter 12 Thread-Safe Command Buffer. Section III: Tools. Chapter 13 Optimizing Audio Designer Workflows. Chapter 14 An Introduction to "An Introduction to Audio Tools Development". Chapter 15 An Introduction to Audio Tools Development. Chapter 16 Audio Debugging Tools and Techniques. Chapter 17 Automatic Manual Foley and Footsteps. INDEX.




