This is Volume 2 in a sequential series of bi-annual volumes, with each volume comprised of 20-30 chapters written by game audio programmers and sound designers. Basic to advanced knowledge of programming and audio integration techniques is presented.
This is Volume 2 in a sequential series of bi-annual volumes, with each volume comprised of 20-30 chapters written by game audio programmers and sound designers. Basic to advanced knowledge of programming and audio integration techniques is presented.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
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.
Inhaltsangabe
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
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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