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001 9780429331251
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008 200815t20212021flu ob 001 0 eng d
040 _aOCoLC-P
_beng
_erda
_cOCoLC-P
020 _a9781000169645
_qelectronic book
020 _a1000169642
_qelectronic book
020 _a9780429331251
_qelectronic book
020 _a0429331258
_qelectronic book
020 _a9781000169621
_qelectronic book
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020 _a1000169626
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020 _z9781000169638
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020 _z1000169634
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020 _z0367348047
020 _z9780367348045
020 _z0367354136
020 _z9780367354138
035 _a(OCoLC)1183720025
035 _a(OCoLC-P)1183720025
050 4 _aQA76.76.C672
_bG3273 2021eb
072 7 _aCOM
_x012040
_2bisacsh
072 7 _aCOM
_x014000
_2bisacsh
072 7 _aUYU
_2bicssc
082 0 4 _a794.8/165
_223
245 0 0 _aGame audio programming.
_n[volume] 3 :
_bprinciples and practices /
_cedited by Guy Somberg.
264 1 _aBoca Raton, FL :
_bCRC Press,
_c2021.
264 4 _c©2021
300 _a1 online resource
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
520 _aWelcome 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.
588 _aOCLC-licensed vendor bibliographic record.
650 0 _aComputer games
_xProgramming.
650 0 _aComputer sound processing.
650 0 _aComputer game music.
650 0 _aSound
_xRecording and reproducing
_xDigital techniques.
650 7 _aCOMPUTERS / Computer Graphics / Game Programming & Design
_2bisacsh
650 7 _aCOMPUTERS / Computer Science
_2bisacsh
700 1 _aSomberg, Guy,
_eeditor.
856 4 0 _3Read Online
_uhttps://www.taylorfrancis.com/books/9780429331251
856 4 2 _3OCLC metadata license agreement
_uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf
942 _2lcc
_cEBK
999 _c14490
_d14490