This volume contains 17 chapters from some of the top game audio programmers in the industry, and dives into subjects that apply to diverse game genres and from low-level topics such as thread-safe command buffers to high-level topics such as object management, music systems, and audio tools.
This volume contains 17 chapters from some of the top game audio programmers in the industry, and dives into subjects that apply to diverse game genres and from low-level topics such as thread-safe command buffers to high-level topics such as object management, music systems, and audio tools.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, 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
Inhaltsangabe
Acknowledgments. Foreword. Contributors. Section I: Game Integration. Chapter 1 Audio Object Management Techniques. Chapter 2 State-Based Dynamic Mixing. Chapter 3 Timed ADSRs for One-Shot Sounds. Chapter 4 Systemic Approaches to Random Sound Effects. Chapter 5 The Jostle System: A Baked Solution to Environmental Interaction Sounds. Chapter 6 Background Sounds. Chapter 7 Data-Driven Music Systems for Open Worlds. Section II : Low-Level Topics. Chapter 8 Finding the Intersection of a Box and a Circle. Chapter 9 Building a Pitch Tracker: Fundamentals. Chapter 10 Building a Pitch Tracker: Practical Techniques. Chapter 11 Flexible Delay Lines: Practical Methods for Varying Sample-Rate Delays During Playback. Chapter 12 Thread-Safe Command Buffer. Section III : Tools. Chapter 13 Optimizing Audio Designer Workflows. Chapter 14 An Introduction to "An Introduction to Audio Tools Development". Chapter 15 An Introduction to Audio Tools Development. Chapter 16 Audio Debugging Tools and Techniques. Chapter 17 Automatic Manual Foley and Footsteps. INDEX.
Acknowledgments. Foreword. Contributors. Section I: Game Integration. Chapter 1 Audio Object Management Techniques. Chapter 2 State-Based Dynamic Mixing. Chapter 3 Timed ADSRs for One-Shot Sounds. Chapter 4 Systemic Approaches to Random Sound Effects. Chapter 5 The Jostle System: A Baked Solution to Environmental Interaction Sounds. Chapter 6 Background Sounds. Chapter 7 Data-Driven Music Systems for Open Worlds. Section II : Low-Level Topics. Chapter 8 Finding the Intersection of a Box and a Circle. Chapter 9 Building a Pitch Tracker: Fundamentals. Chapter 10 Building a Pitch Tracker: Practical Techniques. Chapter 11 Flexible Delay Lines: Practical Methods for Varying Sample-Rate Delays During Playback. Chapter 12 Thread-Safe Command Buffer. Section III : Tools. Chapter 13 Optimizing Audio Designer Workflows. Chapter 14 An Introduction to "An Introduction to Audio Tools Development". Chapter 15 An Introduction to Audio Tools Development. Chapter 16 Audio Debugging Tools and Techniques. Chapter 17 Automatic Manual Foley and Footsteps. INDEX.
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