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GAME AUDIO PROGRAMMING: PRINCIPLES AND PRACTICES

Guy Somberg, Stephen McCaul, Blair Bitonti, Nicolas Fournel, Stéphane Beauchemin, Thomas Wollenzin, David Steinwedel, Florian Füsslin, Jorge Garcia, Aaron McLeran, Dave Stevenson, Jon Mitchell, Matthieu Dirrenberger, Tomas Neumann



 

Welcome to Game Audio Programming: Principles and Practices! This book is the first of its kind: an entire book dedicated to the art of game audio programming. With over fifteen chapters written by some of the top game audio programmers and sound designers in the industry, this book contains more knowledge and wisdom about game audio programming than any other volume in history.


One of the goals of this book is to raise the general level of game audio programming expertise, so it is written in a manner that is accessible to beginners, while still providing valuable content for more advanced game audio programmers. Each chapter contains techniques that the authors have used in shipping games, with plenty of code examples and diagrams. There are chapters on the fundamentals of audio representation and perception; advanced usage of several different audio middleware platforms (Audiokinetic Wwise, CRI ADX2, and FMOD Studio); advanced topics including Open Sound Control, Vector-Based Amplitude Panning, and Dynamic Game Data; and more!


Whether you’re an audio programmer looking for new techniques, an up-and-coming game developer looking for an area to focus on, or just the one who got saddled with the audio code, this book has something for you.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Paperback


9780367658342

2020

312

English

Hardcover


9781498746731

2016

312

English

eBook

N/A

2016

312


 

TAGS


Publishers: #CRCPress (CRC Press)

Languages: #English

Accessibility: N/A


Companies:

N/A


Public Figures: N/A


Games: N/A


Misc:

N/A

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