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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!
Welcome to the second volume of Game Audio Programming: Principles
and Practices - the first series of its kind dedicated to the art
of game audio programming! This volume features more than 20
chapters containing advanced techniques from some of the top game
audio programmers and sound designers in the industry. This book
continues the tradition of collecting more knowledge and wisdom
about game audio programming than any other volume in history. Both
audio programming beginners and seasoned veterans will find content
in this book that is valuable, with topics ranging from extreme
low-level mixing to high-level game integration. Each chapter
contains techniques that were used in games that have shipped, and
there is a plethora of code samples and diagrams. There are
chapters on threading, DSP implementation, advanced middleware
techniques in FMOD Studio and Audiokinetic Wwise, ambiences,
mixing, music, and more. This book has something for everyone who
is programming audio for a game: programmers new to the art of
audio programming, experienced audio programmers, and those souls
who just got assigned the audio code. This book is for you!
Welcome to the third volume of Game Audio Programming: Principles
and Practices-the first series of its kind dedicated to the art and
science of game audio programming. This volume contains 14 chapters
from some of the top game audio programmers and sound designers in
the industry. Topics range across game genres (ARPG, RTS, FPS,
etc.), and from low-level topics such as DSP to high-level topics
like using influence maps for audio. The techniques in this book
are targeted at game audio programmers of all abilities, from
newbies who are just getting into audio programming to seasoned
veterans. All of the principles and practices in this book have
been used in real shipping games, so they are all very practical
and immediately applicable. There are chapters about split-screen
audio, dynamic music improvisation, dynamic mixing, ambiences,
DSPs, and more. This book continues the tradition of collecting
modern, up-to-date knowledge and wisdom about game audio
programming. So, whether you've been a game audio programmer for
one year or ten years, 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! Key Features Cutting-edge advanced game audio programming
concepts with examples from real game audio engines Includes both
high-level and low-level topics Practical code examples, math, and
diagrams that you can apply directly to your game audio engine. 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.
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!
Welcome to Game Audio Programming: Principles and Practices! This
book is the first of its kind: an entire book dedicated to the art
of game audio programming. With over fifteen chapters written by
some of the top game audio programmers and sound designers in the
industry, this book contains more knowledge and wisdom about game
audio programming than any other volume in history. 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. Each chapter contains
techniques that the authors have used in shipping games, with
plenty of code examples and diagrams. There are chapters on the
fundamentals of audio representation and perception; advanced usage
of several different audio middleware platforms (Audiokinetic
Wwise, CRI ADX2, and FMOD Studio); advanced topics including Open
Sound Control, Vector-Based Amplitude Panning, and Dynamic Game
Data; and more! Whether you're an audio programmer looking for new
techniques, an up-and-coming game developer looking for an area to
focus on, or just the one who got saddled with the audio code, this
book has something for you. Cutting-edge advanced game audio
programming concepts, with examples from real games and audio
engines Includes perspectives of both audio programmers and sound
designers on working and communicating together Coverage not just
on game audio engine design, but also on implementing audio tools
and working with sound designers providing a comprehensive
perspective on being an audio programmer
Welcome to the third volume of Game Audio Programming: Principles
and Practices-the first series of its kind dedicated to the art and
science of game audio programming. This volume contains 14 chapters
from some of the top game audio programmers and sound designers in
the industry. Topics range across game genres (ARPG, RTS, FPS,
etc.), and from low-level topics such as DSP to high-level topics
like using influence maps for audio. The techniques in this book
are targeted at game audio programmers of all abilities, from
newbies who are just getting into audio programming to seasoned
veterans. All of the principles and practices in this book have
been used in real shipping games, so they are all very practical
and immediately applicable. There are chapters about split-screen
audio, dynamic music improvisation, dynamic mixing, ambiences,
DSPs, and more. This book continues the tradition of collecting
modern, up-to-date knowledge and wisdom about game audio
programming. So, whether you've been a game audio programmer for
one year or ten years, 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! Key Features Cutting-edge advanced game audio programming
concepts with examples from real game audio engines Includes both
high-level and low-level topics Practical code examples, math, and
diagrams that you can apply directly to your game audio engine. 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.
Welcome to Game Audio Programming: Principles and Practices! This
book is the first of its kind: an entire book dedicated to the art
of game audio programming. With over fifteen chapters written by
some of the top game audio programmers and sound designers in the
industry, this book contains more knowledge and wisdom about game
audio programming than any other volume in history. 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. Each chapter contains
techniques that the authors have used in shipping games, with
plenty of code examples and diagrams. There are chapters on the
fundamentals of audio representation and perception; advanced usage
of several different audio middleware platforms (Audiokinetic
Wwise, CRI ADX2, and FMOD Studio); advanced topics including Open
Sound Control, Vector-Based Amplitude Panning, and Dynamic Game
Data; and more! Whether you're an audio programmer looking for new
techniques, an up-and-coming game developer looking for an area to
focus on, or just the one who got saddled with the audio code, this
book has something for you. Cutting-edge advanced game audio
programming concepts, with examples from real games and audio
engines Includes perspectives of both audio programmers and sound
designers on working and communicating together Coverage not just
on game audio engine design, but also on implementing audio tools
and working with sound designers providing a comprehensive
perspective on being an audio programmer
Welcome to the second volume of Game Audio Programming: Principles
and Practices - the first series of its kind dedicated to the art
of game audio programming! This volume features more than 20
chapters containing advanced techniques from some of the top game
audio programmers and sound designers in the industry. This book
continues the tradition of collecting more knowledge and wisdom
about game audio programming than any other volume in history. Both
audio programming beginners and seasoned veterans will find content
in this book that is valuable, with topics ranging from extreme
low-level mixing to high-level game integration. Each chapter
contains techniques that were used in games that have shipped, and
there is a plethora of code samples and diagrams. There are
chapters on threading, DSP implementation, advanced middleware
techniques in FMOD Studio and Audiokinetic Wwise, ambiences,
mixing, music, and more. This book has something for everyone who
is programming audio for a game: programmers new to the art of
audio programming, experienced audio programmers, and those souls
who just got assigned the audio code. This book is for you!
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