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Game Audio Programming 5: Principles and Practices

Editat de Guy Somberg
en Limba Engleză Hardback – 17 noi 2025
Welcome to the fifth 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. 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.
Game audio programmers at all skill levels will find something to learn in this book. The methods in these pages have been used in games of all sizes and shapes, from large AAA titles down to small indie games, so they are all tried and tested and ready for you to apply in your own game audio code. There are chapters about speech systems, asynchronous multithreaded audio engine architecture, impulse responses, and more.
This collection compiles topics from a vast body of advanced knowledge and wisdom about game audio programming. Whether you are a newly minted game audio programmer or an expert, or if you’re just the lucky soul who gets to do the work, this book is for you!
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Specificații

ISBN-13: 9781032856339
ISBN-10: 1032856335
Pagini: 366
Ilustrații: 168
Dimensiuni: 156 x 234 x 24 mm
Greutate: 0.69 kg
Ediția:1
Editura: CRC Press
Colecția CRC Press

Public țintă

Professional Practice & Development

Cuprins

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

Descriere

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.