Game Audio Programming 4: Principles and Practices

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Welcome to the fourth volume of Game Audio Programming: Principles and Practices – the first series of its kind dedicated to the art, science, and craft of game audio programming. This volume contains 17 chapters from some of the top game audio programmers in the industry and dives into subjects that apply to diverse game genres and from low-level topics such as thread-safe command buffers and pitch detection to high-level topics such as object management, music systems, and audio tools.

With such a wide variety of topics, game audio programmers of all levels will find something for them in this book. The techniques presented in this book have all been used to ship games, including some large AAA titles, so they are all practical and many will find their way into your audio engines. There are chapters about timed ADSRs, data-driven music systems, background sounds, and more.

This book collects a wealth of advanced knowledge and wisdom about game audio programming. If you are new to game audio programming or a seasoned veteran, 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!

Author(s): Guy Somberg (editor)
Edition: 1
Publisher: CRC Press
Year: 2023

Language: English
Commentary: Publisher PDF | Published: December 2023
Pages: 356
City: Boca Raton, FL
Tags: Video Games Programming; Computer Sound Processing; Computer Game Music; Sound Recording; Reproducing Digital Techniques

Cover
Half Title
Title Page
Copyright Page
Dedication
Contents
Acknowledgments
Foreword
Contributors
Section I: Game Integration
Chapter 1: Audio Object Management Techniques
Chapter 2: State-Based Dynamic Mixing
Chapter 3: Timed ADSRs for One-Shot Sounds
Chapter 4: Systemic Approaches to Random Sound Effects
Chapter 5: The Jostle System: A Baked Solution to Environmental Interaction Sounds
Chapter 6: Background Sounds
Chapter 7: Data-Driven Music Systems for Open Worlds
Section II: Low-Level Topics
Chapter 8: Finding the Intersection of a Box and a Circle
Chapter 9: Building a Pitch Tracker: Fundamentals
Chapter 10: Building a Pitch Tracker: Practical Techniques
Chapter 11: Flexible Delay Lines: Practical Methods for Varying Sample-Rate Delays During Playback
Chapter 12: Thread-Safe Command Buffer
Section III: Tools
Chapter 13: Optimizing Audio Designer Workflows
Chapter 14: An Introduction to “An Introduction to Audio Tools Development”
Chapter 15: An Introduction to Audio Tools Development
Chapter 16: Audio Debugging Tools and Techniques
Chapter 17: Automatic Manual Foley and Footsteps
INDEX