Game Audio Programming 3: Principles And Practices

Game Audio Programming 3: Principles And Practices

Welcome to the third volume of Game Audio Programmin Principles and Practices¿the 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 acros......
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<P>Welcome to the third volume of <I>Game Audio Programmin Principles and Practices</I>¿the 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.</P><P>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.</P><P>This book continues the tradition of collecting modern, up-to-date knowledge and wisdom about game audio programmin
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Welcome to the third volume of Game Audio Programmin Principles and Practices—the 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. So, whether you’ve been a game audio programmer for one year or ten years, or even if you’ve just been assigned the task and are trying to figure out what it’s all about, this book is for you!Key FeaturesCutting-edge advanced game audio programming concepts with examples from real game audio engines Includes both high-level and low-level topicsPractical code examples, math, and diagrams that you can apply directly to your game audio engine.Guy Somberg has been programming audio engines for his entire career. From humble beginnings writing a low-level audio mixer for slot machines, he quickly transitioned to writing game audio engines for all manner of games. He has written audio engines that shipped AAA games like Hellgate: London, Bioshock 2, The Sims 4, and Torchlight 3, as well as smaller titles like Minion Master, Tales from the Borderlands, and Game of Thrones. Guy has also given several talks at the Game Developer Conference, the Audio Developer Conference, and CppCon. When he’s not programming or writing game audio programming books, he can be found at home reading, playing video games, and playing the flute.

Produktinformasjon

Utforsk Det Nyeste Innen Spillegenskaper med Game Audio Programming 3

Velkommen til Game Audio Programming 3: Principles And Practices! Dette er den tredje boken i en banebrytende serie som utforsker kunsten og vitenskapen bak lyddesign i spill. Enten du er nybegynner eller erfaren utvikler, vil denne boken være et uvurderlig verktøy for å forbedre dine ferdigheter innen spilllydprogrammering.

Innholdet Du Ikke Vil Gå Glipp Av

Boken inneholder 14 kapitler skrevet av anerkjente eksperter innen spilllydprogrammering og lyddesign. Temaene spenner over flere sjangre, fra ARPG til FPS. Her får du kunnskap om alt fra lavnivå emner som datalydbehandling (DSP) til høy nivå konsepter som dynamisk musikkimprovisasjon. Nøkkeltemaer i boka inkluderer:

  • Dynamisk miksing
  • Ambience og lydeffekter
  • Split-screen lyd

Praktiske Anvendelser og Eksempler

Alt du lærer i Game Audio Programming 3 er basert på reelle erfaringer fra vellykkede spill, noe som gjør at du enkelt kan anvende prinsippene i ditt eget arbeid. Boken inkluderer kodeeksempler, diagrammer og matematiske formler som er direkte anvendbare i dine prosjekter.

Møt Forfatteren - Guy Somberg

Guy Somberg, forfatteren av denne boken, har dedikert hele sin karriere til utvikling av lydmotorer og har bidratt til kjente spill som Bioshock 2 og The Sims 4. Med sin erfaring og ekspertise gir han deg innsikt i de nyeste teknikkene og beste praksisene innen spilllydprogrammering.

Hvorfor Velge Denne Boken?

Uansett om du har programmert lyd i ett år eller ti år, gir Game Audio Programming 3 deg de verktøyene du trenger for å ta ferdighetene dine til neste nivå. Boken er designet for å være lettfattelig og praktisk, slik at du umiddelbart kan begynne å implementere det du lærer i egne prosjekter.

Er du klar for å heve lydopplevelsen i spillene dine? Ta steget med Game Audio Programming 3: Principles And Practices i dag!

Spesifikasjon

Produkt
ProduktnavnSomberg Guy Game Audio Programming 3: Principles and Practices
MerkeOther Brand
TypePapirbøker
Spesifikasjoner
SpråkEngelsk
SjangerDatamaskiner og IT
FormatPaperback

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