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Game Audio Programming

Principles and Practices

Guy Somberg

$94.99

Paperback

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English
CRC Press
30 September 2020
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.

Cutting-edge advanced game audio programming concepts, with examples from real games and audio engines

Includes perspectives of both audio programmers and sound designers on working and communicating together

Coverage not just on game audio engine design, but also on implementing audio tools and working with sound designers providing a comprehensive perspective on being an audio programmer

Edited by:  
Imprint:   CRC Press
Country of Publication:   United Kingdom
Dimensions:   Height: 234mm,  Width: 156mm, 
Weight:   620g
ISBN:   9780367658342
ISBN 10:   0367658348
Pages:   336
Publication Date:  
Audience:   College/higher education ,  Professional and scholarly ,  Primary ,  Undergraduate
Format:   Paperback
Publisher's Status:   Active
Part 1 -- Introduction. Part 2 -- Integrating Middleware: Bootstrapping, optimizing, and working with specific audio middleware. Part 3 --Audio Engine Design and Techniques: Algorithms, data structures, and concepts for building audio engines, as well as specific techniques. Part 4 -- Working with Sound Designers: Sound designer terminology and tools, as well as how to communicate and work with sound designers. Part 5 -- Tool: tools and tool implementation techniques used by audio programmers Part 6 -- Conclusion

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. When he’s not programming or writing game audio programming books, he can be found at home reading, playing video games, and playing the flute.

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