Game Audio Programming 2 : Principles and Practices

個数:1
紙書籍版価格
¥32,963
  • 電子書籍
  • ポイントキャンペーン

Game Audio Programming 2 : Principles and Practices

  • 著者名:Somberg, Guy (EDT)
  • 価格 ¥10,087 (本体¥9,170)
  • A K Peters/CRC Press(2018/08/30発売)
  • GW前半スタート!Kinoppy 電子書籍・電子洋書 全点ポイント30倍キャンペーン(~4/29)
  • ポイント 2,730pt (実際に付与されるポイントはご注文内容確認画面でご確認下さい)
  • 言語:ENG
  • ISBN:9781138068919
  • eISBN:9781351653947

ファイル: /

Description

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!

Table of Contents

Chapter 1: Lifecycle of Game Audio

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

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 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