Life cycle of game audio / Florian Füsslin -- A rare breed: the audio programmer / Stéphane Beauchemin -- Multithreading for game audio / Dan Murray -- Designing a channel-agnostic audio engine / Ethan Geller -- Audio resampling / Guy Somberg -- Introduction to DSP prototyping / Jorge Garcia -- Practical applications of simple filters / Dan Murray -- Advanced FMOD studio techniques / Guy Somberg -- Understanding Wwise virtual voices / Nic Taylor -- Distance-delayed sounds / Kory Postma -- Designs for ambiences in open-world games / Matthieu Dirrenberger -- Approximate position of ambient sounds of multiple sources / Nic Taylor -- Techniques for improving data-drivability of gameplay audio code / Jon Mitchell -- Data-driven sound limitation system / Akihiro Minami and Yuichi Nishimatsu -- Realtime audio mixing / Tomas Neumann -- Using orientation to add emphasis to a mix / Robert Bantin -- Obstruction, occlusion, and propagation / Michael Filion -- Practical approaches to virtual acoustics / Nathan Harris -- Implementing volume sliders / Guy Somberg -- Note-based music systems / Charlie Huguenard -- Synchronizing action-based gameplay to music / Colin Walder.
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SUMMARY OR ABSTRACT
Text of Note
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!
ACQUISITION INFORMATION NOTE
Source for Acquisition/Subscription Address
Ingram Content Group
Stock Number
9781351653947
OTHER EDITION IN ANOTHER MEDIUM
Title
Game audio programming 2.
International Standard Book Number
9781138068919
TOPICAL NAME USED AS SUBJECT
Computer game music.
Computer games-- Programming.
Computer sound processing.
Sound-- Recording and reproducing-- Digital techniques.
Computer game music.
Computer games-- Programming.
Computer sound processing.
GAMES-- Board.
Sound-- Recording and reproducing-- Digital techniques.