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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.
Guy Somberg has been programming audio engines for his entire career. Guy has also given several talks at the Game Developer Conference.
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Электронная книга "Game Audio Programming: Principles and Practices", Guy Somberg
Электронная книга "Game Audio Programming: Principles and Practices", Guy Somberg. Эту книгу можно прочитать в Google Play Книгах на компьютере, а также на устройствах Android и iOS. Выделяйте текст, добавляйте закладки и делайте заметки, скачав книгу "Game Audio Programming: Principles and Practices" для чтения в офлайн-режиме.
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. Each chapter contains techniques that the authors have used in shipping games, with plenty of code examples and diagrams.
Tell us if something is incorrect. Game Audio Programming 2 : Principles and Practices. Manufacturers, suppliers and others provide what you see here, and we have not verified it. See our disclaimer. 9781138068919 Game Audio Programming.
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Programming Principles and Practice Using C++ by Bjarne Stroustrup 9780321992789. List price Previous priceEUR 6. 6. Concurrent Programming: Principles and Practice-Greg Andrews. C. Programming: Principles and Practice By Boris Allan.
Each chapter contains techniques that the authors have used in shipping games, with plenty of code examples and diagrams.
Principle Sound is an outsource company providing sound design and music production services for Video Games.
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File Size: 19 MB
Print Length: 334 pages
Simultaneous Device Usage: Up to 4 simultaneous devices, per publisher limits
Publisher: CRC Press; 1 edition (October 14, 2016)
Publication Date: October 14, 2016
Sold by: Amazon Digital Services LLC
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