Game Audio Programming 2: Principles and Practices
- 5h 5m
- Guy Somberg
- CRC Press
- 2019
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!
About the Editor
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.
In this Book
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Life Cycle of Game Audio
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A Rare Breed: The Audio Programmer
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Multithreading for Game Audio
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Designing a Channel-Agnostic Audio Engine
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Audio Resampling
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Introduction to DSP Prototyping
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Practical Applications of Simple Filters
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Advanced FMOD Studio Techniques
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Understanding Wwise Virtual Voices
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Distance-Delayed Sounds
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Designs for Ambiences in Open-World Games
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Approximate Position of Ambient Sounds of Multiple Sources
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Techniques for Improving Data Drivability of Gameplay Audio Code
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Data-Driven Sound Limitation System
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Realtime Audio Mixing
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Using Orientation to Add Emphasis to a Mix
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Obstruction, Occlusion, and Propagation
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Practical Approaches to Virtual Acoustics
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Implementing Volume Sliders
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Note-Based Music Systems
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Synchronizing Action-Based Gameplay to Music