Somberg | Game Audio Programming | Buch | 978-1-4987-4673-1 | sack.de

Buch, Englisch, 334 Seiten, Format (B × H): 161 mm x 240 mm, Gewicht: 669 g

Somberg

Game Audio Programming

Principles and Practices
1. Auflage 2016
ISBN: 978-1-4987-4673-1
Verlag: CRC Press

Principles and Practices

Buch, Englisch, 334 Seiten, Format (B × H): 161 mm x 240 mm, Gewicht: 669 g

ISBN: 978-1-4987-4673-1
Verlag: CRC Press


Welcome to Game Audio Programming: Principles and Practices! This book is the first of its kind: an entire book dedicated to the art of game audio programming. With over fifteen chapters written by some of the top game audio programmers and sound designers in the industry, this book contains more knowledge and wisdom about game audio programming than any other volume in history.

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. Each chapter contains techniques that the authors have used in shipping games, with plenty of code examples and diagrams. There are chapters on the fundamentals of audio representation and perception; advanced usage of several different audio middleware platforms (Audiokinetic Wwise, CRI ADX2, and FMOD Studio); advanced topics including Open Sound Control, Vector-Based Amplitude Panning, and Dynamic Game Data; and more!

Whether you’re an audio programmer looking for new techniques, an up-and-coming game developer looking for an area to focus on, or just the one who got saddled with the audio code, this book has something for you.

- Cutting-edge advanced game audio programming concepts, with examples from real games and audio engines

- Includes perspectives of both audio programmers and sound designers on working and communicating together

- Coverage not just on game audio engine design, but also on implementing audio tools and working with sound designers providing a comprehensive perspective on being an audio programmer

Somberg Game Audio Programming jetzt bestellen!

Zielgruppe


Professional Practice & Development


Autoren/Hrsg.


Weitere Infos & Material


Part 1 -- Introduction. Part 2 -- Integrating Middleware: Bootstrapping, optimizing, and working with specific audio middleware.
Part 3 --Audio Engine Design and Techniques: Algorithms, data structures, and concepts for building audio engines, as well as
specific techniques. Part 4 -- Working with Sound Designers: Sound designer terminology and tools, as well as how to
communicate and work with sound designers. Part 5 -- Tool: tools and tool implementation techniques used by audio
programmers Part 6 -- Conclusion


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, and The Sims 4, 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.

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.



Ihre Fragen, Wünsche oder Anmerkungen
Vorname*
Nachname*
Ihre E-Mail-Adresse*
Kundennr.
Ihre Nachricht*
Lediglich mit * gekennzeichnete Felder sind Pflichtfelder.
Wenn Sie die im Kontaktformular eingegebenen Daten durch Klick auf den nachfolgenden Button übersenden, erklären Sie sich damit einverstanden, dass wir Ihr Angaben für die Beantwortung Ihrer Anfrage verwenden. Selbstverständlich werden Ihre Daten vertraulich behandelt und nicht an Dritte weitergegeben. Sie können der Verwendung Ihrer Daten jederzeit widersprechen. Das Datenhandling bei Sack Fachmedien erklären wir Ihnen in unserer Datenschutzerklärung.