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Game Audio Programming 4
Details
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 to high-level topics such as object management, music systems, and audio tools.
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!
Autorentext
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
Inhalt
Section 1: Game Integration. Chapter 1: Audio Object Management Techniques Christian Tronhjem. Chapter 2: State Based Dynamic Mixing Colin Walder. Chapter 3: Timed ADSRs for One-Shot Sounds Guy Somberg. Chapter 4: Systemic Approaches to Random Sound Effects Michael Filion. Chapter 5: The Jostle System: A Baked Solution to Environmental Interaction Sounds Alex Pappas. Chapter 6: Background Sounds Guy Somberg. Chapter 7: Data-Driven Music Systems for Open Worlds Michelle Auyoung. Section 2: Low-Level Topics. Chapter 8: Finding the Intersection of a Box and a Circle Guy Somberg. Chapter 9: Building a Pitch Tracker: Fundamentals David Su. Chapter 10: Building a Pitch Tracker: Practical Techniques David Su. Chapter 11: Flexible Delay Lines: Practical methods for varying sample-rate delays during playback Robert Bantin. Chapter 12: Thread-Safe Command Buffer Guy Somberg. Section 3: Tools. Chapter 13: Optimizing Audio Designer Workflows Matias Lizana. Chapter 14: An Introduction to An Introduction to Audio Tools Development Simon N Goodwin. Chapter 15: An Introduction to Audio Tools Development Jorge Garcia. Chapter 16: Audio Debugging Tools and Techniques Stéphane Beauchemin. Chapter 17: Automatic Manual Foley and Footsteps Pablo Diaz.
Weitere Informationen
- Allgemeine Informationen
- GTIN 09781032361079
- Genre Art
- Editor Somberg Guy
- Anzahl Seiten 338
- Herausgeber CRC Press
- Größe H234mm x B156mm
- Jahr 2023
- EAN 9781032361079
- Format Kartonierter Einband
- ISBN 978-1-03-236107-9
- Veröffentlichung 06.12.2023
- Titel Game Audio Programming 4
- Autor Guy Somberg
- Untertitel Principles and Practices
- Gewicht 660g
- Sprache Englisch