1st Edition

Game Audio Programming 4 Principles and Practices

Edited By Guy Somberg Copyright 2024
    356 Pages 77 B/W Illustrations
    by CRC Press

    356 Pages 77 B/W Illustrations
    by CRC Press

    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!

    Acknowledgments

    Foreword

    Contributors

    Section I: Game Integration

    Chapter 1 Audio Object Management Techniques

    CHRISTIAN TRONHJEM

    Chapter 2 State-Based Dynamic Mixing

    COLIN WALDER

    Chapter 3 Timed ADSRs for One-Shot Sounds

    GUY SOMBERG

    Chapter 4 Systemic Approaches to Random Sound Effects

    MICHAEL FILION

    Chapter 5 The Jostle System: A Baked Solution to Environmental Interaction Sounds

    ALEX PAPPAS

    Chapter 6 Background Sounds

    GUY SOMBERG

    Chapter 7 Data-Driven Music Systems for Open Worlds

    MICHELLE AUYOUNG

    Section II : Low-Level Topics

    Chapter 8 Finding the Intersection of a Box and a Circle

    GUY SOMBERG

    Chapter 9 Building a Pitch Tracker: Fundamentals

    DAVID SU

    Chapter 10 Building a Pitch Tracker: Practical Techniques

    DAVID SU

    Chapter 11 Flexible Delay Lines: Practical Methods for Varying Sample-Rate Delays During Playback

    ROBERT BANTIN

    Chapter 12 Thread-Safe Command Buffer

    GUY SOMBERG

    Section III : Tools

    Chapter 13 Optimizing Audio Designer Workflows

    MATIAS LIZANA GARCíA

    Chapter 14 An Introduction to "An Introduction to Audio Tools Development"

    SIMON N. GOODWIN

    Chapter 15 An Introduction to Audio Tools Development

    JORGE GARCIA

    Chapter 16 Audio Debugging Tools and Techniques

    STÉPHANE BEAUCHEMIN

    Chapter 17 Automatic Manual Foley and Footsteps

    PABLO SCHWILDEN DIAZ

    INDEX

    Biography

    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