Game Audio Programming 2

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advanced game sound programming methods
Akihiro Minami
Attenuation Range
audio
Audio Assets
Audio Middleware
Category=UGN
Category=UMK
Charlie Huguenard
Colin Walder
Const Float
Const Vector3
Dan Murray
Dense
digital signal processing
Distance Delay
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Ethan Geller
Florian Fusslin
FMOD Studio integration
Game Audio
Game Audio Engine
game design
Game Parameters
Int
Int Samplerate
interactive sound systems
Jon Mitchell
Jorge Garcia
Kory Postma
Low Level API
Matthieu Dirrenberger
Michael Filion
Midi Note
Midi Note Number
Mixer Interface
multithreaded audio processing
music
Nathan Harris
Nic Taylor
Open World Games
Playback
Private Void
Robert Bantin
sound
Sound Designer
Sound Emitter
Sound Travels
spatial audio techniques
Stephane Beauchemin
Sync Point
Tomas Neumann
Vice Versa
Virtual Voice
Wwise implementation strategies
Yuichi Nishimatsu

Product details

  • ISBN 9781032401799
  • Weight: 600g
  • Dimensions: 156 x 234mm
  • Publication Date: 29 Aug 2022
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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Welcome to the second volume of Game Audio Programming: Principles and Practices – the first series of its kind dedicated to the art of game audio programming! This volume features more than 20 chapters containing advanced techniques from some of the top game audio programmers and sound designers in the industry. This book continues the tradition of collecting more knowledge and wisdom about game audio programming than any other volume in history.

Both audio programming beginners and seasoned veterans will find content in this book that is valuable, with topics ranging from extreme low-level mixing to high-level game integration. Each chapter contains techniques that were used in games that have shipped, and there is a plethora of code samples and diagrams. There are chapters on threading, DSP implementation, advanced middleware techniques in FMOD Studio and Audiokinetic Wwise, ambiences, mixing, music, and more.

This book has something for everyone who is programming audio for a game: programmers new to the art of audio programming, experienced audio programmers, and those souls who just got assigned the audio code. 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, 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 and at 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.