Game Audio Programming 4
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Author |
: Guy Somberg |
Publisher |
: CRC Press |
Total Pages |
: 388 |
Release |
: 2023-12-06 |
ISBN-10 |
: 9781000998467 |
ISBN-13 |
: 1000998460 |
Rating |
: 4/5 (67 Downloads) |
Synopsis Game Audio Programming 4 by : Guy Somberg
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!
Author |
: Guy Somberg |
Publisher |
: CRC Press |
Total Pages |
: 335 |
Release |
: 2016-10-14 |
ISBN-10 |
: 9781498746748 |
ISBN-13 |
: 1498746748 |
Rating |
: 4/5 (48 Downloads) |
Synopsis Game Audio Programming by : Guy Somberg
Welcome to Game Audio Programming: Principles and Practices! This book is the first of its kind: an entire book dedicated to the art of game audio programming. With over fifteen chapters written by some of the top game audio programmers and sound designers in the industry, this book contains more knowledge and wisdom about game audio programming than any other volume in history. 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. Each chapter contains techniques that the authors have used in shipping games, with plenty of code examples and diagrams. There are chapters on the fundamentals of audio representation and perception; advanced usage of several different audio middleware platforms (Audiokinetic Wwise, CRI ADX2, and FMOD Studio); advanced topics including Open Sound Control, Vector-Based Amplitude Panning, and Dynamic Game Data; and more! Whether you’re an audio programmer looking for new techniques, an up-and-coming game developer looking for an area to focus on, or just the one who got saddled with the audio code, this book has something for you. Cutting-edge advanced game audio programming concepts, with examples from real games and audio engines Includes perspectives of both audio programmers and sound designers on working and communicating together Coverage not just on game audio engine design, but also on implementing audio tools and working with sound designers providing a comprehensive perspective on being an audio programmer
Author |
: Martin D. Wilde |
Publisher |
: Taylor & Francis |
Total Pages |
: 198 |
Release |
: 2004 |
ISBN-10 |
: 9780240519418 |
ISBN-13 |
: 0240519418 |
Rating |
: 4/5 (18 Downloads) |
Synopsis Audio Programming for Interactive Games by : Martin D. Wilde
This text shows how the game programmer can create a software system which enables the audio content provider to keep direct control over the composition and presentation of an interactive game soundtrack. This system is described with case studies, all source codes for which are provided on the CD-ROM.
Author |
: Guy Somberg |
Publisher |
: CRC Press |
Total Pages |
: 342 |
Release |
: 2020-09-21 |
ISBN-10 |
: 9781000169645 |
ISBN-13 |
: 1000169642 |
Rating |
: 4/5 (45 Downloads) |
Synopsis Game Audio Programming 3: Principles and Practices by : Guy Somberg
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.
Author |
: Guy Somberg |
Publisher |
: CRC Press |
Total Pages |
: 362 |
Release |
: 2018-08-30 |
ISBN-10 |
: 9781351653954 |
ISBN-13 |
: 1351653954 |
Rating |
: 4/5 (54 Downloads) |
Synopsis Game Audio Programming 2 by : Guy Somberg
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!
Author |
: Guy Somberg |
Publisher |
: CRC Press |
Total Pages |
: 356 |
Release |
: 2023-12-06 |
ISBN-10 |
: 9781000998412 |
ISBN-13 |
: 100099841X |
Rating |
: 4/5 (12 Downloads) |
Synopsis Game Audio Programming 4 by : Guy Somberg
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!
Author |
: David Gouveia |
Publisher |
: Packt Publishing Ltd |
Total Pages |
: 180 |
Release |
: 2013-01-01 |
ISBN-10 |
: 9781849699105 |
ISBN-13 |
: 1849699100 |
Rating |
: 4/5 (05 Downloads) |
Synopsis Getting Started with C++ Audio Programming for Game Development by : David Gouveia
This book is a standard tutorial targeted at game developers which aims to help them incorporate audio programming techniques to enhance their gameplay experience.This book is perfect for C++ game developers who have no experience with audio programming and who would like a quick introduction to the most important topics required to integrate audio into a game.
Author |
: Richard Stevens |
Publisher |
: CRC Press |
Total Pages |
: 513 |
Release |
: 2015-12-22 |
ISBN-10 |
: 9781317679455 |
ISBN-13 |
: 1317679458 |
Rating |
: 4/5 (55 Downloads) |
Synopsis Game Audio Implementation by : Richard Stevens
Game Audio Implementation offers a unique practical approach to learning all about game audio. If you've always wanted to hear your sound or music in a real game then this is the book for you. Each chapter is accompanied by its own game level where you can see the techniques and theories in action before working through over 70 exercises to develop your own demo level. Taking you all the way from first principles to complex interactive systems in the industry standard Unreal Engine© you’ll gain the skills to implement your sound and music along with a deep transferable knowledge of the principles you can apply across a range of other game development tools. The accompanying website (www.gameaudioimplementation.com) includes: 12 downloadable demonstration games A unique exercise level for you to develop for your portfolio An up-to-date online bibliography with further reading for each chapter A free sound library with hundreds of game SFX
Author |
: Mason McCuskey |
Publisher |
: Course Technology |
Total Pages |
: 396 |
Release |
: 2003 |
ISBN-10 |
: 1592000290 |
ISBN-13 |
: 9781592000296 |
Rating |
: 4/5 (90 Downloads) |
Synopsis Beginning Game Audio Programming by : Mason McCuskey
This book gives a step-by-step guide to composing dynamic music and programming 3D sound as well as creating sound effects and music for games.
Author |
: Alexander Brandon |
Publisher |
: New Riders Publishing |
Total Pages |
: 236 |
Release |
: 2005 |
ISBN-10 |
: UOM:39015059237670 |
ISBN-13 |
: |
Rating |
: 4/5 (70 Downloads) |
Synopsis Audio for Games by : Alexander Brandon
Tired of video games in which the sound lags far behind the rest of the user's experience? If so, and if you're ready to do better, you need this forward-looking volume! In these pages, sound artist extraordinaire Alexander Brandon provides a broad-ranging exploration of how game audio is created today and how it should be done in the future in order to create groundbreaking audio. After providing a map of the audio development process in Chapter 1, Alexander discusses the basic preproduction, workflow, production, post-production, and technology issues audio designers must address today. Then, after a post-mortem analysis of the audio development process for a game that's currently on the market, Alexander takes a good, hard look at the heights to which video-game audio can be taken in chapters on ideal workflow, technology, and production. Throughout, the focus is on the practical advice you need to create better (and better!) sound!