1st Edition

Game Audio Programming 3: Principles and Practices

Edited By Guy Somberg Copyright 2021
    280 Pages 53 B/W Illustrations
    by CRC Press

    280 Pages 53 B/W Illustrations
    by CRC Press

    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.

     

    Chapter 1 ◾ Sound Effect Categories 1

    Florian Füsslin

    Section I DSP

    Chapter 2 ◾ Complex Numbers: A Primer for DSP

    Programming 15

    Robert Bantin

    Chapter 3 ◾ Building Dynamic Analog-Style Filters: Bi-Quadratic Cascades vs Digital Integrator

    Cascades 29

    Robert Bantin

    Chapter 4 ◾ Modeling Atmospheric Absorption with a Low-Pass Filter 51

    Nic Taylor

    Section II Voice

    Chapter 5 ◾ Software Engineering Principles of Voice Pipelines 71

    Michael Filion

    Chapter 6 ◾ A Stimulus-Driven Server Authoritative Voice System 81

    Tomas Neumann

    Section III Audio Engines

    Chapter 7 ◾ Building the Patch Cable 93

    Ethan Geller

    Chapter 8 ◾ Split Screen and Audio Engines 119

    Aaron McLeran

    Chapter 9 ◾ Voice Management and Virtualization 133

    Robert Gay

    Chapter 10 ◾ Screen-Space Distance Attenuation 143

    Guy Somberg

    Chapter 11 ◾ Under the Influence: Using Influence Maps

    for Audio 167

    Jon Mitchell

    Chapter 12 ◾ An Importance-Based Mixing System 181

    Guy Somberg

    Contents ◾ ix

    Chapter 13 ◾ Voxel-Based Emitters: Approximating the Position of Ambient Sounds 205

    Nic Taylor

    Chapter 14 ◾ Improvisational Music 235

    Charlie Huguenard

    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.