Game Audio Programming 3: Principles and Practices

Principles and Practices
 
Edition number: 1
Publisher: CRC Press
Date of Publication:
 
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Short description:

One of the goals of this book is to raise the general level of game audio programming expertise, so it is written in a manner that is accessible to beginners, while still providing valuable content for more advanced game audio programmers.

Long description:

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.


Table of Contents:

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