
- 258 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Game Audio Programming 3: Principles and Practices
About this book
Welcome to the third volume of Game Audio Programming: Principles and Practicesāthe 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.
Frequently asked questions
- Essential is ideal for learners and professionals who enjoy exploring a wide range of subjects. Access the Essential Library with 800,000+ trusted titles and best-sellers across business, personal growth, and the humanities. Includes unlimited reading time and Standard Read Aloud voice.
- Complete: Perfect for advanced learners and researchers needing full, unrestricted access. Unlock 1.4M+ books across hundreds of subjects, including academic and specialized titles. The Complete Plan also includes advanced features like Premium Read Aloud and Research Assistant.
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Information
CHAPTER 1
CONTENTS
1.1 Preamble
1.1.1 Interactive Media
1.1.2 The Big Three
- WorldāThe game environment including ambiences, weather conditions, particle effects, and physics.
- CharacterāAll protagonists and antagonists, their movement, and their interactions.
- FeedbackāAudio cues for menu, heads-up display, and enrichment of the user experience.
1.2 The World
- EnvironmentāAmbiences and spot effects.
- WeatherāAll elements like rain or thunderstorms.
- Particle effectsāFires, sparks, steam, etc.
- PhysicsāEverything related to rolling, sliding, bending, collision, and destruction.
1.2.1 Environment
1.2.2 Weather
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication
- Table of Contents
- Preface
- Acknowledgments
- Editor
- Contributors
- Chapter 1. Sound Effect Categories
- Section I DSP
- Section II Voice
- Section III Audio Engines
- Index