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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    Order before 4pm today for delivery by Mon 8 Jun 2026.

    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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