Game Audio Programming 3: Principles and Practices

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advanced audio programming methods
Attenuation Position
Attenuation Range
audio
Audio Engine
Audio Middleware
audio software engineering
Bi-quadratic Filter
Buffering Mechanisms
Butterworth Low Pass Filter
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Circular Buffer
Const Float
Cpu Cost
Dense
digital signal processing
dynamic mixing
dynamic music improvisation
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Game Audio
game audio programming
game design
Imaginary Component
Importance Score
influence maps
interactive sound systems
Midi Note
music
Playback
procedural music generation
real-time sound synthesis
Rectangular Distance
RTS Game
sound
Sound Designers
spatial audio techniques
Split Screen
split-screen audio
Virtual Pool
Virtual Speakers
Virtual Voice
Voice Line
Voxel Center

Product details

  • ISBN 9780367354138
  • Weight: 680g
  • Dimensions: 156 x 234mm
  • Publication Date: 22 Sep 2020
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Hardback
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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.

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.