Game Audio Programming 2

Game Audio Programming 2

Principles and Practices

Somberg, Guy

Taylor & Francis Ltd

08/2022

390

Mole

Inglês

9781032401799

15 a 20 dias

721

Descrição não disponível.
Chapter 1: Lifecycle of Game Audio

Chapter 2: A Rare Breed: The Audio Programmer

Section 1: Low-Level Topics

Chapter 3: Multithreading for Game Audio

Chapter 4: Designing a Channel-Agnostic Audio Engine

Chapter 5: Audio Resampling

Chapter 6: Introduction to DSP Prototyping

Chapter 7: Practical Applications of Simple Filters

Section 2: Middleware

Chapter 8: Advanced FMOD Studio Techniques

Chapter 9: Understanding Wwise Virtual Voices

Section 3: Game Integration

Chapter 10: Distance-Delayed Sounds

Chapter 11: Designs for Ambiences in Open-World Games

Chapter 12: Approximate Position of Ambient Sounds of Multiple Sources

Chapter 13: Techniques for Improving Data-Drivability of Gameplay Audio Code

Chapter 14: Data-Driven Sound Limitation System

Chapter 15: Realtime Audio Mixing

Chapter 16: Using Orientation to Add Emphasis to a Mix

Chapter 17: Obstruction, Occlusion, and Propagation

Chapter 18: Practical Approaches to Virtual Acoustics

Chapter 19: Implementing Volume Sliders

Section 4: Music

Chapter 20: Note-Based Music Systems

Chapter 21: Synchronizing Action-Based Gameplay to Music
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Playback;game design;Game Audio;audio;Audio Middleware;music;Sound Designer;sound;Const Float;Florian Fuesslin;Int;Stephane Beauchemin;Const Vector3;Dan Murray;Audio Assets;Ethan Geller;Game Audio Engine;Jorge Garcia;Sound Emitter;Nic Taylor;Int Samplerate;Kory Postma;Sound Travels;Matthieu Dirrenberger;Low Level API;Jon Mitchell;Game Parameters;Akihiro Minami;Vice Versa;Yuichi Nishimatsu;Virtual Voice;Tomas Neumann;Attenuation Range;Robert Bantin;Dense;Michael Filion;Distance Delay;Nathan Harris;Sync Point;Charlie Huguenard;Midi Note;Colin Walder;Open World Games;Midi Note Number;Mixer Interface;Private Void