Game Audio Programming 5
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Game Audio Programming 5
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!
Game Audio Programming 5
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!
Game Audio Programming 3: Principles and Practices
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.