Game Audio Programming

Overview

Game Audio Programming is a comprehensive guide to interactive audio programming for the Microsoft Windows—platform. Written for C++ programmers implementing an audio system for an entertainment or multimedia title, this practical reference covers a wide range of topics relevant to today's audio programmers, including DirectX Audio, audio decompression libraries, hardware filters and effects, geometric representation of world data for effects, occlusion and obstruction, and more. In addition, a full-featured, ...

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2002 Hard cover New. No dust jacket. lt shelf wear...Book Is New! Remaindered Copy! CD Included! Charles River Media Game Development (Paperback). Audience: General/trade.

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Overview

Game Audio Programming is a comprehensive guide to interactive audio programming for the Microsoft Windows—platform. Written for C++ programmers implementing an audio system for an entertainment or multimedia title, this practical reference covers a wide range of topics relevant to today's audio programmers, including DirectX Audio, audio decompression libraries, hardware filters and effects, geometric representation of world data for effects, occlusion and obstruction, and more. In addition, a full-featured, documented, and internally commented game audio programming (GAP) library is referenced throughout the book to explain various concepts. The library is included on the companion CD-ROM and can be used as either a ready-to-use library for your own games or as reference code to help implement an audio system.

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Product Details

  • ISBN-13: 9781584502456
  • Publisher: Cengage Learning
  • Publication date: 10/25/2002
  • Series: Charles River Media Game Development Series
  • Edition description: Book and CD-ROM
  • Edition number: 1
  • Pages: 640
  • Product dimensions: 6.38 (w) x 9.22 (h) x 1.56 (d)

Meet the Author

James Boer is an audio programmer and a sound designer/composer. He has a number of best-selling games to his name, including Deer Hunter, Deer Hunter II, and Rocky Mountain Trophy Hunter. Other credits (audio and/or programming) include Pro Bass Fishing, Microsoft Baseball 2000, Jamoke (online game), and Tex Atomic's Big Bot Battles (online game).

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Table of Contents

Section 1 Introduction and Theory
Chapter 1 Introduction
Chapter 2 Theory and Principles of Digital Sound and Acoustics
Chapter 3 Modern Audio Hardware Capabilities
Chapter 4 Designing a Robust Audio API
Chapter 5 Audio API Implementation
Section 2 DirectX Audio
Chapter 6 DirectX Audio Overview
Chapter 7 DirectSound Implementation
Chapter 8 Basic Digital Audio Sample Playback
Chapter 9 Streaming Digital Audio
Chapter 10 3D Audio Basics
Chapter 11 DirectSound Buffer Management
Chapter 12 DirectMusic Introduction
Chapter 13 Advanced Segment Queuing and Control
Chapter 14 Additional DirectMusic Techniques
Chapter 15 The Audio Manager
Section 3 High-Level Audio Programming
Chapter 16 An Audio Scripting Language
Chapter 17 High Level Sound Scripting
Chapter 18 Creating an Interactive Music Playback System
Section 4 Custom Audio Formats and Loaders
Chapter 19 Custom Resource Files
Chapter 20 Windows Audio Compression Manager SDK
Chapter 21 Ogg Vorbis SDK
Chapter 22 Windows Media SDK
Chapter 23 Advanced DirectMusic Loading Techniques
Section 5 Advanced 3D; Techniques
Chapter 24 DirectSound Hardware Extensions
Chapter 25 Environmental Reverberation Introduction and Theory
Chapter 26 Advanced Environmental Reverberation
Chapter 27 Implementing Sensaura's ZoomFX and MacroFX Extensions
Chapter 28 Automated Acoustical Modeling
Chapter 29 Runtime Data Storage for Occlusion and Acoustical Information
Chapter 30 Using Creative Labs' EAGLE
Section 6 Miscellaneous
Chapter 31 Redbook Audio Playback
Chapter 32 General Optimization Strategies
Appendix A
About the CD-ROM
Appendix B: MP3 Patents and Licensing Issues
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