Game Audio Programming 3
Principles and Practices
Herausgeber: Somberg, Guy
Game Audio Programming 3
Principles and Practices
Herausgeber: Somberg, Guy
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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.
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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.
Produktdetails
- Produktdetails
- Verlag: Taylor and Francis
- Seitenzahl: 258
- Erscheinungstermin: 22. September 2020
- Englisch
- Abmessung: 239mm x 155mm x 20mm
- Gewicht: 544g
- ISBN-13: 9780367354138
- ISBN-10: 0367354136
- Artikelnr.: 59990142
- Verlag: Taylor and Francis
- Seitenzahl: 258
- Erscheinungstermin: 22. September 2020
- Englisch
- Abmessung: 239mm x 155mm x 20mm
- Gewicht: 544g
- ISBN-13: 9780367354138
- ISBN-10: 0367354136
- Artikelnr.: 59990142
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, The Sims 4, and Torchlight 3, 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, the Audio Developer Conference, and 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.
Chapter 1
Sound Effect Categories 1 Florian Füsslin Section I DSP Chapter 2
Complex Numbers: A Primer for DSP Programming 15 Robert Bantin Chapter 3
Building Dynamic Analog-Style Filters: Bi-Quadratic Cascades vs Digital Integrator Cascades 29 Robert Bantin Chapter 4
Modeling Atmospheric Absorption with a Low-Pass Filter 51 Nic Taylor Section II Voice Chapter 5
Software Engineering Principles of Voice Pipelines 71 Michael Filion Chapter 6
A Stimulus-Driven Server Authoritative Voice System 81 Tomas Neumann Section III Audio Engines Chapter 7
Building the Patch Cable 93 Ethan Geller Chapter 8
Split Screen and Audio Engines 119 Aaron McLeran Chapter 9
Voice Management and Virtualization 133 Robert Gay Chapter 10
Screen-Space Distance Attenuation 143 Guy Somberg Chapter 11
Under the Influence: Using Influence Maps for Audio 167 Jon Mitchell Chapter 12
An Importance-Based Mixing System 181 Guy Somberg Contents
ix Chapter 13
Voxel-Based Emitters: Approximating the Position of Ambient Sounds 205 Nic Taylor Chapter 14
Improvisational Music 235 Charlie Huguenard
Sound Effect Categories 1 Florian Füsslin Section I DSP Chapter 2
Complex Numbers: A Primer for DSP Programming 15 Robert Bantin Chapter 3
Building Dynamic Analog-Style Filters: Bi-Quadratic Cascades vs Digital Integrator Cascades 29 Robert Bantin Chapter 4
Modeling Atmospheric Absorption with a Low-Pass Filter 51 Nic Taylor Section II Voice Chapter 5
Software Engineering Principles of Voice Pipelines 71 Michael Filion Chapter 6
A Stimulus-Driven Server Authoritative Voice System 81 Tomas Neumann Section III Audio Engines Chapter 7
Building the Patch Cable 93 Ethan Geller Chapter 8
Split Screen and Audio Engines 119 Aaron McLeran Chapter 9
Voice Management and Virtualization 133 Robert Gay Chapter 10
Screen-Space Distance Attenuation 143 Guy Somberg Chapter 11
Under the Influence: Using Influence Maps for Audio 167 Jon Mitchell Chapter 12
An Importance-Based Mixing System 181 Guy Somberg Contents
ix Chapter 13
Voxel-Based Emitters: Approximating the Position of Ambient Sounds 205 Nic Taylor Chapter 14
Improvisational Music 235 Charlie Huguenard
Chapter 1
Sound Effect Categories 1 Florian Füsslin Section I DSP Chapter 2
Complex Numbers: A Primer for DSP Programming 15 Robert Bantin Chapter 3
Building Dynamic Analog-Style Filters: Bi-Quadratic Cascades vs Digital Integrator Cascades 29 Robert Bantin Chapter 4
Modeling Atmospheric Absorption with a Low-Pass Filter 51 Nic Taylor Section II Voice Chapter 5
Software Engineering Principles of Voice Pipelines 71 Michael Filion Chapter 6
A Stimulus-Driven Server Authoritative Voice System 81 Tomas Neumann Section III Audio Engines Chapter 7
Building the Patch Cable 93 Ethan Geller Chapter 8
Split Screen and Audio Engines 119 Aaron McLeran Chapter 9
Voice Management and Virtualization 133 Robert Gay Chapter 10
Screen-Space Distance Attenuation 143 Guy Somberg Chapter 11
Under the Influence: Using Influence Maps for Audio 167 Jon Mitchell Chapter 12
An Importance-Based Mixing System 181 Guy Somberg Contents
ix Chapter 13
Voxel-Based Emitters: Approximating the Position of Ambient Sounds 205 Nic Taylor Chapter 14
Improvisational Music 235 Charlie Huguenard
Sound Effect Categories 1 Florian Füsslin Section I DSP Chapter 2
Complex Numbers: A Primer for DSP Programming 15 Robert Bantin Chapter 3
Building Dynamic Analog-Style Filters: Bi-Quadratic Cascades vs Digital Integrator Cascades 29 Robert Bantin Chapter 4
Modeling Atmospheric Absorption with a Low-Pass Filter 51 Nic Taylor Section II Voice Chapter 5
Software Engineering Principles of Voice Pipelines 71 Michael Filion Chapter 6
A Stimulus-Driven Server Authoritative Voice System 81 Tomas Neumann Section III Audio Engines Chapter 7
Building the Patch Cable 93 Ethan Geller Chapter 8
Split Screen and Audio Engines 119 Aaron McLeran Chapter 9
Voice Management and Virtualization 133 Robert Gay Chapter 10
Screen-Space Distance Attenuation 143 Guy Somberg Chapter 11
Under the Influence: Using Influence Maps for Audio 167 Jon Mitchell Chapter 12
An Importance-Based Mixing System 181 Guy Somberg Contents
ix Chapter 13
Voxel-Based Emitters: Approximating the Position of Ambient Sounds 205 Nic Taylor Chapter 14
Improvisational Music 235 Charlie Huguenard