Buch, Englisch, 304 Seiten, Format (B × H): 156 mm x 234 mm
Principles and Practices
Buch, Englisch, 304 Seiten, Format (B × H): 156 mm x 234 mm
ISBN: 978-1-032-85633-9
Verlag: Taylor & Francis Ltd
Welcome to the fifth 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. In this volume, some of the top game audio programmers in the industry delve into audio programming topics from low-level subjects like oscillator techniques to high-level topics such as automated testing, reverb, and music.
Game audio programmers at all skill levels will find something to learn in this book. The methods in these pages have been used in games of all sizes and shapes, from large AAA titles down to small indie games, so they are all tried and tested and ready for you to apply in your own game audio code. There are chapters about speech systems, asynchronous multithreaded audio engine architecture, impulse responses, and more.
This collection compiles topics from a vast body of advanced knowledge and wisdom about game audio programming. Whether you are a newly minted game audio programmer or an expert, or if you’re just the lucky soul who gets to do the work, this book is for you!
Zielgruppe
Professional Practice & Development
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Chapter 1: The Flavors of Game Audio Programming, Section 1: Low-Level Topics, Chapter 2: Oscillators for Real-Time Synthesis, Chapter 3: Recording Audio Data to a Memory Buffer, Section 2: Acoustics, Chapter 4: An Overview of Game Acoustics, Chapter 5: Multilayered Dynamic Reverb, Chapter 6: Creating Impulse Responses for Virtual Environments, Section 3: Game Integration, Chapter 7: Transient Driven Events from Game Parameters, Chapter 8: Addressing the Neglect of Sound in Reused Animations, Chapter 9: Rule Systems and Context Aware Speech in Homeworld 3, Section 4: Audio Engine Architecture and Features, Chapter 10: Updates to the Sound Engine State Machine, Chapter 11: Asynchronous Multithreaded Audio Engine Architecture, Chapter 12: Asynchronous Multithreaded Audio Engine Code, Chapter 13: Automated Testing for Game Audio Systems, Chapter 14: An Algorithmic Approach to ‘Max Within Radius’ Virtualization, Section 5: Music, Chapter 15: Synchronizing Music to Gameplay to Create Music Moments, Chapter 16: Remixing Musical Loops in Real-Time