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

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... Read more

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