Description

Welcome to the fourth volume of Game Audio Programming: Principles and Practices the first series of its kind dedicated to the art, science, and craft of game audio programming. This volume contains 17 chapters from some of the top game audio programmers in the industry and dives into subjects that apply to diverse game genres and from low-level topics such as thread-safe command buffers and pitch detection to high-level topics such as object management, music systems, and audio tools.

With such a wide variety of topics, game audio programmers of all levels will find something for them in this book. The techniques presented in this book have all been used to ship games, including some large AAA titles, so they are all practical and many will find their way into your audio engines. There are chapters about timed ADSRs, data-driven music systems, background sounds, and more.

This book collects a wealth of advanced knowledge and wisdom about gam

Game Audio Programming 4

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    £42.74

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    RRP £44.99 – you save £2.25 (5%)

    Order before 4pm today for delivery by Wed 24 Jun 2026.

    A Paperback by Guy Somberg

    15 in stock


      View other formats and editions of Game Audio Programming 4 by Guy Somberg

      Publisher: Taylor & Francis Ltd
      Publication Date: 12/6/2023 12:00:00 AM
      ISBN13: 9781032361079, 978-1032361079
      ISBN10: 1032361077

      Description

      Welcome to the fourth volume of Game Audio Programming: Principles and Practices the first series of its kind dedicated to the art, science, and craft of game audio programming. This volume contains 17 chapters from some of the top game audio programmers in the industry and dives into subjects that apply to diverse game genres and from low-level topics such as thread-safe command buffers and pitch detection to high-level topics such as object management, music systems, and audio tools.

      With such a wide variety of topics, game audio programmers of all levels will find something for them in this book. The techniques presented in this book have all been used to ship games, including some large AAA titles, so they are all practical and many will find their way into your audio engines. There are chapters about timed ADSRs, data-driven music systems, background sounds, and more.

      This book collects a wealth of advanced knowledge and wisdom about gam

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