Game Audio Programming 2: Principles and Practices

Author:   Guy Somberg
Publisher:   Taylor & Francis Ltd
ISBN:  

9781032401799


Pages:   390
Publication Date:   29 August 2022
Format:   Paperback
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

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Game Audio Programming 2: Principles and Practices


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Overview

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!

Full Product Details

Author:   Guy Somberg
Publisher:   Taylor & Francis Ltd
Imprint:   Taylor & Francis Ltd
Weight:   0.453kg
ISBN:  

9781032401799


ISBN 10:   1032401796
Pages:   390
Publication Date:   29 August 2022
Audience:   General/trade ,  General
Format:   Paperback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

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

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Author Information

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 and at 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.

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