Description

Book Synopsis

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 aud

Table of Contents

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

Game Audio Programming 2

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    £999.99

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    A Paperback by Guy Somberg

    Out of stock


      View other formats and editions of Game Audio Programming 2 by Guy Somberg

      Publisher: CRC Press
      Publication Date: 8/29/2022 12:00:00 AM
      ISBN13: 9781032401799, 978-1032401799
      ISBN10: 1032401796

      Description

      Book Synopsis

      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 aud

      Table of Contents

      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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