Coverart for item
The Resource Game Audio Programming 2 : Principles and Practices, Guy Somberg

Game Audio Programming 2 : Principles and Practices, Guy Somberg

Label
Game Audio Programming 2 : Principles and Practices
Title
Game Audio Programming 2
Title remainder
Principles and Practices
Statement of responsibility
Guy Somberg
Contributor
Editor
Language
eng
Summary
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!
Cataloging source
NhCcYBP
Index
no index present
Literary form
non fiction
Nature of contents
dictionaries
http://library.link/vocab/relatedWorkOrContributorName
  • Somberg, Guy
  • ProQuest (Firm)
Target audience
general
Label
Game Audio Programming 2 : Principles and Practices, Guy Somberg
Instantiates
Publication
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier MARC source
rdacarrier
Content category
text
Content type MARC source
rdacontent
Contents
  • Section 2: Middleware
  • Chapter 8: Advanced FMOD Studio Techniques
  • Chapter 9: Understanding Wwise Virtual Voices
  • Section 3: Game Integration
  • Chapter 10: Distance-Delayed Sounds
  • Chapter 11: Designs for Ambiences in Open-World Games
  • Chapter 12: Approximate Position of Ambient Sounds of Multiple Sources
  • Chapter 13: Techniques for Improving Data-Drivability of Gameplay Audio Code
  • Chapter 14: Data-Driven Sound Limitation System
  • Chapter 15: Realtime Audio Mixing
  • Chapter 1: Lifecycle of Game Audio
  • Chapter 16: Using Orientation to Add Emphasis to a Mix
  • Chapter 17: Obstruction, Occlusion, and Propagation
  • Chapter 18: Practical Approaches to Virtual Acoustics
  • Chapter 19: Implementing Volume Sliders
  • Section 4: Music
  • Chapter 20: Note-Based Music Systems
  • Chapter 21: Synchronizing Action-Based Gameplay to Music
  • Chapter 2: A Rare Breed: The Audio Programmer
  • Section 1: Low-Level Topics
  • Chapter 3: Multithreading for Game Audio
  • Chapter 4: Designing a Channel-Agnostic Audio Engine
  • Chapter 5: Audio Resampling
  • Chapter 6: Introduction to DSP Prototyping
  • Chapter 7: Practical Applications of Simple Filters
Control code
MSTDDA5504845
Edition
1st.
Extent
1 online resource ( 362 pages ):
Form of item
online
Isbn
9781351653947
Media category
computer
Media MARC source
rdamedia
Other control number
10.1201/b22247
Other physical details
9 illustrations).
http://library.link/vocab/ext/overdrive/overdriveId
9781351653947
Reproduction note
Electronic reproduction.
Specific material designation
remote
Label
Game Audio Programming 2 : Principles and Practices, Guy Somberg
Publication
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier MARC source
rdacarrier
Content category
text
Content type MARC source
rdacontent
Contents
  • Section 2: Middleware
  • Chapter 8: Advanced FMOD Studio Techniques
  • Chapter 9: Understanding Wwise Virtual Voices
  • Section 3: Game Integration
  • Chapter 10: Distance-Delayed Sounds
  • Chapter 11: Designs for Ambiences in Open-World Games
  • Chapter 12: Approximate Position of Ambient Sounds of Multiple Sources
  • Chapter 13: Techniques for Improving Data-Drivability of Gameplay Audio Code
  • Chapter 14: Data-Driven Sound Limitation System
  • Chapter 15: Realtime Audio Mixing
  • Chapter 1: Lifecycle of Game Audio
  • Chapter 16: Using Orientation to Add Emphasis to a Mix
  • Chapter 17: Obstruction, Occlusion, and Propagation
  • Chapter 18: Practical Approaches to Virtual Acoustics
  • Chapter 19: Implementing Volume Sliders
  • Section 4: Music
  • Chapter 20: Note-Based Music Systems
  • Chapter 21: Synchronizing Action-Based Gameplay to Music
  • Chapter 2: A Rare Breed: The Audio Programmer
  • Section 1: Low-Level Topics
  • Chapter 3: Multithreading for Game Audio
  • Chapter 4: Designing a Channel-Agnostic Audio Engine
  • Chapter 5: Audio Resampling
  • Chapter 6: Introduction to DSP Prototyping
  • Chapter 7: Practical Applications of Simple Filters
Control code
MSTDDA5504845
Edition
1st.
Extent
1 online resource ( 362 pages ):
Form of item
online
Isbn
9781351653947
Media category
computer
Media MARC source
rdamedia
Other control number
10.1201/b22247
Other physical details
9 illustrations).
http://library.link/vocab/ext/overdrive/overdriveId
9781351653947
Reproduction note
Electronic reproduction.
Specific material designation
remote

Library Locations

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      400 West 14th Street, Rolla, MO, 65409, US
      37.955220 -91.772210
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