Game Audio Programming 5
CRC Press (Verlag)
978-1-032-85633-9 (ISBN)
Game audio programmers at all skill levels will find something to learn in this book. The methods in these pages have been used in games of all sizes and shapes, from large AAA titles down to small indie games, so they are all tried and tested and ready for you to apply in your own game audio code. There are chapters about speech systems, asynchronous multithreaded audio engine architecture, impulse responses, and more.
This collection compiles topics from a vast body of advanced knowledge and wisdom about game audio programming. Whether you are a newly minted game audio programmer or an expert, or if you’re just the lucky soul who gets to do the work, this book is for you!
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.
1. The Flavors of Game Audio Programming, Section I. Low-Level Topics, 2. Oscillators for Real Time Synthesis, 3. Recording Audio Data to a Memory Buffer, Section II. Acoustics, 4. An Overview of Game Acoustics, 5. Multilayered Dynamic Reverb, 6. Creating Impulse Responses for Virtual Environments, Section III. Game Integration, 7. Transient-Driven Events from Game Parameters: How to Treat Frame-Based Game Parameters as Signals and Filter Them to Post Meaningful Play Events, 8. Addressing the Neglect of Sound in Reused Animations, 9. Rule Systems and Context Aware Speech in Homeworld 3, Section IV. Audio Engine Architecture and Features, 10. Updates to the Sound Engine State Machine, 11. Asynchronous Multithreaded Audio Engine Architecture, 12. Asynchronous Multithreaded Audio Engine Code, 13. Automated Testing for Game Audio Systems, 14. An Algorithmic Approach to "Max Within Radius" Virtualization, Section V. Music, 15. Synchronizing Music to Gameplay to Create Music Moments, 16. Remixing Musical Loops in Real Time
| Erscheinungsdatum | 23.10.2025 |
|---|---|
| Zusatzinfo | 21 Tables, black and white; 63 Line drawings, black and white; 21 Halftones, black and white; 84 Illustrations, black and white |
| Verlagsort | London |
| Sprache | englisch |
| Maße | 156 x 234 mm |
| Gewicht | 840 g |
| Themenwelt | Informatik ► Grafik / Design ► Film- / Video-Bearbeitung |
| Informatik ► Software Entwicklung ► Spieleprogrammierung | |
| ISBN-10 | 1-032-85633-5 / 1032856335 |
| ISBN-13 | 978-1-032-85633-9 / 9781032856339 |
| Zustand | Neuware |
| Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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