Game Audio Programming 3: Principles and Practices
Game Audio Programming 3: Principles and Practices
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- More about Game Audio Programming 3: Principles and Practices
The third volume of Game Audio Programming: Principles and Practices is a comprehensive guide to the art and science of game audio programming, featuring 14 chapters from top game audio programmers and sound designers. The book covers topics ranging from low-level DSP to high-level influence maps and is targeted at game audio programmers of all abilities. With practical code examples, math, and diagrams, it provides up-to-date knowledge and wisdom about game audio programming, making it an essential resource for anyone involved in the field.
Format: Paperback / softback
Length: 258 pages
Publication date: 22 September 2020
Publisher: Taylor & Francis Ltd
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 indie games like Papers, Please and Stardew Valley.
In addition to his work as a game audio programmer, Guy is also an accomplished musician and composer. He has released several albums of original music, and his compositions have been featured in films, TV shows, and video games.
Guy is a passionate advocate for game audio programming and is committed to helping the next generation of game audio programmers succeed. He regularly speaks at conferences and events around the world, and his blog, Game Audio Programming, is a popular resource for game audio developers.
So, whether you're a seasoned game audio programmer or just starting out, this book is a must-read for anyone who wants to learn more about the art and science of game audio programming.
Weight: 420g
Dimension: 156 x 234 x 21 (mm)
ISBN-13: 9780367348045
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