Game Audio Programming: Principles and Practices
Editat de Guy Sombergen Limba Engleză Paperback – 30 sep 2020
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
Toate formatele și edițiile | Preț | Express |
---|---|---|
Paperback (1) | 334.23 lei 6-8 săpt. | |
CRC Press – 30 sep 2020 | 334.23 lei 6-8 săpt. | |
Hardback (1) | 540.34 lei 6-8 săpt. | |
CRC Press – 10 oct 2016 | 540.34 lei 6-8 săpt. |
Preț: 334.23 lei
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Specificații
ISBN-13: 9780367658342
ISBN-10: 0367658348
Pagini: 336
Dimensiuni: 156 x 234 x 27 mm
Greutate: 0.47 kg
Ediția:1
Editura: CRC Press
Colecția CRC Press
ISBN-10: 0367658348
Pagini: 336
Dimensiuni: 156 x 234 x 27 mm
Greutate: 0.47 kg
Ediția:1
Editura: CRC Press
Colecția CRC Press
Public țintă
Professional Practice & DevelopmentCuprins
Part 1 -- Introduction. Part 2 -- Integrating Middleware: Bootstrapping, optimizing, and working with specific audio middleware.
Part 3 --Audio Engine Design and Techniques: Algorithms, data structures, and concepts for building audio engines, as well as
specific techniques. Part 4 -- Working with Sound Designers: Sound designer terminology and tools, as well as how to
communicate and work with sound designers. Part 5 -- Tool: tools and tool implementation techniques used by audio
programmers Part 6 -- Conclusion
Part 3 --Audio Engine Design and Techniques: Algorithms, data structures, and concepts for building audio engines, as well as
specific techniques. Part 4 -- Working with Sound Designers: Sound designer terminology and tools, as well as how to
communicate and work with sound designers. Part 5 -- Tool: tools and tool implementation techniques used by audio
programmers Part 6 -- Conclusion
Notă biografică
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, and The Sims 4, 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.
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.
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.
Descriere
This is an edited volume comprised of 20-30 chapters written by game audio programmers and sound designers. A basic 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,