In this volume, some of the top game audio programmers in the industry delve into audio programming topics from low-level subjects like oscillator techniques to high-level topics such as automated testing, reverb, and music.
In this volume, some of the top game audio programmers in the industry delve into audio programming topics from low-level subjects like oscillator techniques to high-level topics such as automated testing, reverb, and music.
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
1. The Flavors of Game Audio Programming Section I. Low-Level Topics 2. Oscillators for Real Time Synthesis 3. Recording Audio Data to a Memory Buffer Section II. Acoustics 4. An Overview of Game Acoustics 5. Multilayered Dynamic Reverb 6. Creating Impulse Responses for Virtual Environments Section III. Game Integration 7. Transient-Driven Events from Game Parameters: How to Treat Frame-Based Game Parameters as Signals and Filter Them to Post Meaningful Play Events 8. Addressing the Neglect of Sound in Reused Animations 9. Rule Systems and Context Aware Speech in Homeworld 3 Section IV. Audio Engine Architecture and Features 10. Updates to the Sound Engine State Machine 11. Asynchronous Multithreaded Audio Engine Architecture 12. Asynchronous Multithreaded Audio Engine Code 13. Automated Testing for Game Audio Systems 14. An Algorithmic Approach to "Max Within Radius" Virtualization Section V. Music 15. Synchronizing Music to Gameplay to Create Music Moments 16. Remixing Musical Loops in Real Time
1. The Flavors of Game Audio Programming Section I. Low-Level Topics 2. Oscillators for Real Time Synthesis 3. Recording Audio Data to a Memory Buffer Section II. Acoustics 4. An Overview of Game Acoustics 5. Multilayered Dynamic Reverb 6. Creating Impulse Responses for Virtual Environments Section III. Game Integration 7. Transient-Driven Events from Game Parameters: How to Treat Frame-Based Game Parameters as Signals and Filter Them to Post Meaningful Play Events 8. Addressing the Neglect of Sound in Reused Animations 9. Rule Systems and Context Aware Speech in Homeworld 3 Section IV. Audio Engine Architecture and Features 10. Updates to the Sound Engine State Machine 11. Asynchronous Multithreaded Audio Engine Architecture 12. Asynchronous Multithreaded Audio Engine Code 13. Automated Testing for Game Audio Systems 14. An Algorithmic Approach to "Max Within Radius" Virtualization Section V. Music 15. Synchronizing Music to Gameplay to Create Music Moments 16. Remixing Musical Loops in Real Time
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