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  • Game Audio Programming 5: Principles and Practices

    Game Audio Programming 5 by Somberg, Guy;

    Principles and Practices

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      • Publisher's listprice GBP 130.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        64 155 Ft (61 100 Ft + 5% VAT)
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    64 155 Ft

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    Product details:

    • Edition number 1
    • Publisher CRC Press
    • Date of Publication 18 November 2025

    • ISBN 9781032856339
    • Binding Hardback
    • No. of pages304 pages
    • Size 234x156 mm
    • Language English
    • Illustrations 84 Illustrations, black & white; 21 Halftones, black & white; 63 Line drawings, black & white; 21 Tables, black & white
    • 700

    Categories

    Short description:

    In this volume, some of the top game audio programmers in the industry delve into audio programming topics from low-level subjects like oscillator techniques to high-level topics such as automated testing, reverb, and music.

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    Long description:

    Welcome to the fifth 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. In this volume, some of the top game audio programmers in the industry delve into audio programming topics from low-level subjects like oscillator techniques to high-level topics such as automated testing, reverb, and music.


    Game audio programmers at all skill levels will find something to learn in this book.

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    Table of Contents:

    Chapter 1: The Flavors of Game Audio Programming, Section 1: Low-Level Topics, Chapter 2: Oscillators for Real-Time Synthesis, Chapter 3: Recording Audio Data to a Memory Buffer, Section 2: Acoustics, Chapter 4: An Overview of Game Acoustics, Chapter 5: Multilayered Dynamic Reverb, Chapter 6: Creating Impulse Responses for Virtual Environments, Section 3: Game Integration, Chapter 7: Transient Driven Events from Game Parameters, Chapter 8: Addressing the Neglect of Sound in Reused Animations, Chapter 9: Rule Systems and Context Aware Speech in Homeworld 3, Section 4: Audio Engine Architecture and Features, Chapter 10: Updates to the Sound Engine State Machine, Chapter 11: Asynchronous Multithreaded Audio Engine Architecture, Chapter 12: Asynchronous Multithreaded Audio Engine Code,

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