Welcome to the fourth volume of Game Audio Programming: Principles
and Practices—the first series of its kind dedicated to the art,
science, and craft of game audio programming. 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 and
pitch detection to high-level topics such as object management,
music systems, and audio tools. With such a wide variety of topics,
game audio programmers of all levels will find something for them
in this book. The techniques presented in this book have all been
used to ship games, including some large AAA titles, so they are
all practical and many will find their way into your audio engines.
There are chapters about timed ADSRs, data-driven music systems,
background sounds, and more. This book collects a wealth of
advanced knowledge and wisdom about game audio programming. If you
are new to game audio programming or a seasoned veteran, or even if
you’ve just been assigned the task and are trying to figure out
what it’s all about, this book is for you!
General
Imprint: |
Taylor & Francis
|
Country of origin: |
United Kingdom |
Release date: |
November 2023 |
First published: |
2024 |
Editors: |
Guy Somberg
|
Dimensions: |
234 x 156mm (L x W) |
Pages: |
312 |
ISBN-13: |
978-1-03-236239-7 |
Categories: |
Books
Promotions
|
LSN: |
1-03-236239-1 |
Barcode: |
9781032362397 |
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