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






