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Game Audio Programming -

Game Audio Programming

Principles and Practices

Guy Somberg (Herausgeber)

Buch | Softcover
336 Seiten
2020
CRC Press (Verlag)
978-0-367-65834-2 (ISBN)
CHF 78,50 inkl. MwSt
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,
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

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.

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

Erscheinungsdatum
Verlagsort London
Sprache englisch
Maße 156 x 234 mm
Gewicht 620 g
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 0-367-65834-8 / 0367658348
ISBN-13 978-0-367-65834-2 / 9780367658342
Zustand Neuware
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