Description

Book Synopsis

Welcome to the third volume of Game Audio Programming: Principles and Practicesthe first series of its kind dedicated to the art and science of game audio programming. This volume contains 14 chapters from some of the top game audio programmers and sound designers in the industry. Topics range across game genres (ARPG, RTS, FPS, etc.), and from low-level topics such as DSP to high-level topics like using influence maps for audio.

The techniques in this book are targeted at game audio programmers of all abilities, from newbies who are just getting into audio programming to seasoned veterans. All of the principles and practices in this book have been used in real shipping games, so they are all very practical and immediately applicable. There are chapters about split-screen audio, dynamic music improvisation, dynamic mixing, ambiences, DSPs, and more.

This book continues the tradition of collecting modern, up-to-date knowledge and wisdom about game audio programming

Table of Contents

Chapter 1 ◾ Sound Effect Categories 1

Florian Füsslin

Section I DSP

Chapter 2 ◾ Complex Numbers: A Primer for DSP

Programming 15

Robert Bantin

Chapter 3 ◾ Building Dynamic Analog-Style Filters: Bi-Quadratic Cascades vs Digital Integrator

Cascades 29

Robert Bantin

Chapter 4 ◾ Modeling Atmospheric Absorption with a Low-Pass Filter 51

Nic Taylor

Section II Voice

Chapter 5 ◾ Software Engineering Principles of Voice Pipelines 71

Michael Filion

Chapter 6 ◾ A Stimulus-Driven Server Authoritative Voice System 81

Tomas Neumann

Section III Audio Engines

Chapter 7 ◾ Building the Patch Cable 93

Ethan Geller

Chapter 8 ◾ Split Screen and Audio Engines 119

Aaron McLeran

Chapter 9 ◾ Voice Management and Virtualization 133

Robert Gay

Chapter 10 ◾ Screen-Space Distance Attenuation 143

Guy Somberg

Chapter 11 ◾ Under the Influence: Using Influence Maps

for Audio 167

Jon Mitchell

Chapter 12 ◾ An Importance-Based Mixing System 181

Guy Somberg

Contents ◾ ix

Chapter 13 ◾ Voxel-Based Emitters: Approximating the Position of Ambient Sounds 205

Nic Taylor

Chapter 14 ◾ Improvisational Music 235

Charlie Huguenard

Game Audio Programming 3 Principles and Practices

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A Paperback by Guy Somberg

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    View other formats and editions of Game Audio Programming 3 Principles and Practices by Guy Somberg

    Publisher: Taylor & Francis Ltd
    Publication Date: 9/22/2020 12:00:00 AM
    ISBN13: 9780367348045, 978-0367348045
    ISBN10: 0367348047

    Description

    Book Synopsis

    Welcome to the third volume of Game Audio Programming: Principles and Practicesthe first series of its kind dedicated to the art and science of game audio programming. This volume contains 14 chapters from some of the top game audio programmers and sound designers in the industry. Topics range across game genres (ARPG, RTS, FPS, etc.), and from low-level topics such as DSP to high-level topics like using influence maps for audio.

    The techniques in this book are targeted at game audio programmers of all abilities, from newbies who are just getting into audio programming to seasoned veterans. All of the principles and practices in this book have been used in real shipping games, so they are all very practical and immediately applicable. There are chapters about split-screen audio, dynamic music improvisation, dynamic mixing, ambiences, DSPs, and more.

    This book continues the tradition of collecting modern, up-to-date knowledge and wisdom about game audio programming

    Table of Contents

    Chapter 1 ◾ Sound Effect Categories 1

    Florian Füsslin

    Section I DSP

    Chapter 2 ◾ Complex Numbers: A Primer for DSP

    Programming 15

    Robert Bantin

    Chapter 3 ◾ Building Dynamic Analog-Style Filters: Bi-Quadratic Cascades vs Digital Integrator

    Cascades 29

    Robert Bantin

    Chapter 4 ◾ Modeling Atmospheric Absorption with a Low-Pass Filter 51

    Nic Taylor

    Section II Voice

    Chapter 5 ◾ Software Engineering Principles of Voice Pipelines 71

    Michael Filion

    Chapter 6 ◾ A Stimulus-Driven Server Authoritative Voice System 81

    Tomas Neumann

    Section III Audio Engines

    Chapter 7 ◾ Building the Patch Cable 93

    Ethan Geller

    Chapter 8 ◾ Split Screen and Audio Engines 119

    Aaron McLeran

    Chapter 9 ◾ Voice Management and Virtualization 133

    Robert Gay

    Chapter 10 ◾ Screen-Space Distance Attenuation 143

    Guy Somberg

    Chapter 11 ◾ Under the Influence: Using Influence Maps

    for Audio 167

    Jon Mitchell

    Chapter 12 ◾ An Importance-Based Mixing System 181

    Guy Somberg

    Contents ◾ ix

    Chapter 13 ◾ Voxel-Based Emitters: Approximating the Position of Ambient Sounds 205

    Nic Taylor

    Chapter 14 ◾ Improvisational Music 235

    Charlie Huguenard

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