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Game Audio Programming 2

Principles and Practices
Book Hero Magic crafted this summary to help describe this book. While it's new and still learning, it may not be perfect - your feedback is welcome! Summary
Game Audio Programming 2 is the second volume dedicated to the craft of game audio programming, offering more than 20 advanced chapters from leading industry professionals. Covering a wide range of topics from low-level audio mixing to high-level game integration, this book provides practical techniques featured in shipped games, complete with code samples and diagrams. It explores threading, DSP implementation, advanced middleware like FMOD Studio and Audiokinetic Wwise, as well as ambiences, mixing, and music.
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Format: Hardback
$31800
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Book Hero Magic created this recommendation. While it's new and still learning, it may not be perfect - your feedback is welcome! IS THIS YOUR NEXT READ?

This volume is ideal for both beginners and experienced game audio programmers, as well as developers newly tasked with handling audio code. Its comprehensive and practical approach makes it a valuable resource for anyone programming audio in games.

Book Hero thinking about your next read

This is Volume 2 in a sequential series of bi-annual volumes, with each volume comprised of 20-30 chapters written by game audio programmers and sound designers. Basic to advanced knowledge of programming and audio integration techniques is presented.

Book Hero Magic formatted this description to make it easier to read. While it's new and still learning, it may not be perfect - your feedback is welcome! Description

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!

Book Details

INFORMATION

ISBN: 9781138068919

Publisher: Taylor & Francis Ltd

Format: Hardback

Date Published: 18 October 2018

Country: United Kingdom

Imprint: CRC Press

Illustration: 9 Tables, black and white; 48 Halftones, black and white; 31 Illustrations, black and white

Contributors:

  • Edited by Guy Somberg

Audience: General / adult

DIMENSIONS

Width: 156.0mm

Height: 234.0mm

Weight: 740g

Pages: 362

About the Author

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.

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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