Game Audio Programming: Principles and Practices
- Length: 334 pages
- Edition: 1
- Language: English
- Publisher: CRC Press
- Publication Date: 2016-10-10
- ISBN-10: 149874673X
- ISBN-13: 9781498746731
- Sales Rank: #1011681 (See Top 100 Books)
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.
Table of Contents
SECTION I: FUNDAMENTALS
CHAPTER 1: Principles of Audio
CHAPTER 2: Sound Engine State Machine
CHAPTER 3: Streaming Sound
SECTION II: MIDDLEWARE
CHAPTER 4: An Introduction to ADX2
CHAPTER 5: Wwise and the Audio Programmer
CHAPTER 6: Programming FMOD Studio
CHAPTER 7: CRYENGINE’s Audio Translation Layer
SECTION III: SOUND DESIGNER PERSPECTIVES
CHAPTER 8: A Sound Designer’s Perspective on Audio Tools
CHAPTER 9: Working with Audio Designers
SECTION IV: ADVANCED TOPICS
CHAPTER 10: Open Sound Control
CHAPTER 11: Listeners for Third-Person Cameras
CHAPTER 12: Interactive Music Systems for Games
CHAPTER 13: Granular Vehicle Engines
CHAPTER 14: Debugging Features for Middleware-Based Games
CHAPTER 15: Open World Game Optimizations and Limiter Systems
CHAPTER 16: Vector-Based Amplitude Panning
CHAPTER 17: Dynamic Game Data
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