232 pages | 53 B/W Illus.
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 up 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!
Part 1 -- Introduction. Part 2 -- Integrating Middleware: Bootstrapping, optimizing, and working with specific audio middleware. Part 3 --Audio Engine Design and Techniques: Algorithms, data structures, and concepts for building audio engines, as well as specific techniques. Part 4 -- Working with Sound Designers: Sound designer terminology and tools, as well as how to communicate and work with sound designers. Part 5 -- Tool: tools and tool implementation techniques used by audio programmers Part 6 -- Conclusion