{"product_id":"game-audio-programming-2-9781032401799","title":"Game Audio Programming 2","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eWelcome 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.\u003c\/p\u003e\u003cp\u003eBoth 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.\u003c\/p\u003e\u003cp\u003eThis book has something for everyone who is programming aud\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eChapter 1: Lifecycle of Game Audio\u003c\/p\u003e\u003cp\u003eChapter 2: A Rare Breed: The Audio Programmer\u003c\/p\u003e\u003cp\u003eSection 1: Low-Level Topics\u003c\/p\u003e\u003cp\u003eChapter 3: Multithreading for Game Audio\u003c\/p\u003e\u003cp\u003eChapter 4: Designing a Channel-Agnostic Audio Engine \u003c\/p\u003e\u003cp\u003eChapter 5: Audio Resampling\u003c\/p\u003e\u003cp\u003eChapter 6: Introduction to DSP Prototyping\u003c\/p\u003e\u003cp\u003eChapter 7: Practical Applications of Simple Filters\u003c\/p\u003e\u003cp\u003eSection 2: Middleware\u003c\/p\u003e\u003cp\u003eChapter 8: Advanced FMOD Studio Techniques\u003c\/p\u003e\u003cp\u003eChapter 9: Understanding Wwise Virtual Voices\u003c\/p\u003e\u003cp\u003eSection 3: Game Integration\u003c\/p\u003e\u003cp\u003eChapter 10: Distance-Delayed Sounds\u003c\/p\u003e\u003cp\u003eChapter 11: Designs for Ambiences in Open-World Games\u003c\/p\u003e\u003cp\u003eChapter 12: Approximate Position of Ambient Sounds of Multiple Sources\u003c\/p\u003e\u003cp\u003eChapter 13: Techniques for Improving Data-Drivability of Gameplay Audio Code\u003c\/p\u003e\u003cp\u003eChapter 14: Data-Driven Sound Limitation System\u003c\/p\u003e\u003cp\u003eChapter 15: Realtime Audio Mixing\u003c\/p\u003e\u003cp\u003eChapter 16: Using Orientation to Add Emphasis to a Mix\u003c\/p\u003e\u003cp\u003eChapter 17: Obstruction, Occlusion, and Propagation\u003c\/p\u003e\u003cp\u003eChapter 18: Practical Approaches to Virtual Acoustics\u003c\/p\u003e\u003cp\u003eChapter 19: Implementing Volume Sliders\u003c\/p\u003e\u003cp\u003eSection 4: Music\u003c\/p\u003e\u003cp\u003eChapter 20: Note-Based Music Systems\u003c\/p\u003e\u003cp\u003eChapter 21: Synchronizing Action-Based Gameplay to Music\u003c\/p\u003e","brand":"CRC Press","offers":[{"title":"Default Title","offer_id":51019031249239,"sku":"9781032401799","price":999.99,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781032401799.jpg?v=1750779093","url":"https:\/\/bookcurl.com\/products\/game-audio-programming-2-9781032401799","provider":"Book Curl","version":"1.0","type":"link"}