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Getting started with C++ audio programming for game development / David Gouveia.
- Format:
- Book
- Author/Creator:
- Gouveia, David.
- Language:
- English
- Subjects (All):
- Video games--Sound effects.
- Video games.
- Computer sound processing.
- C++ (Computer program language).
- Physical Description:
- 1 online resource (117 p.)
- Edition:
- 1st ed.
- Place of Publication:
- Birmingham : Packt Publishing, [2013]
- Language Note:
- English
- Biography/History:
- da L Gouveia David: David Gouveia is a Software Engineer and Game Developer from Portugal, Madeira Island. He recently finished his MSc in Computer Science, with a specialization in graphics and multimedia, and is currently working full-time as a game programmer for a local company. He runs an educational blog about game development and enjoys sharing his knowledge with the community whenever possible. His main interests in game development are graphics and audio programming. He also has a strong interest in music and synthesizers, having played the keyboard most of his life.
- Summary:
- This book is a standard tutorial targeted at game developers which aims to help them incorporate audio programming techniques to enhance their gameplay experience.This book is perfect for C++ game developers who have no experience with audio programming and who would like a quick introduction to the most important topics required to integrate audio into a game.
- Contents:
- Intro
- Getting Started with C++ Audio Programming for Game Development
- Table of Contents
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files, eBooks, discount offers and more
- Why Subscribe?
- Free Access for Packt account holders
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Downloading the example code
- Errata
- Piracy
- Questions
- 1. Audio Concepts
- Sound waves
- Analog and digital audio
- Multi-channel audio
- Audio file formats
- Summary
- 2. Audio Playback
- Understanding FMOD
- Installing FMOD Ex Programmer's API
- Creating and managing the audio system
- Loading and streaming audio files
- Playing sounds
- Checking for errors
- Project 1 - building a simple audio manager
- Class definition
- Initialization and destruction
- Loading or streaming sounds
- A note about the code samples
- 3. Audio Control
- The channel handle
- Controlling the playback
- Controlling the volume
- Controlling the pitch
- Controlling the panning
- Grouping channels together
- Controlling groups of channels
- Project 2 - improving the audio manager
- Loading songs and sound effects
- Playing and stopping sound effects
- Playing and stopping songs
- Controlling the master volume of each category
- 4. 3D Audio
- Positional audio
- Positional audio in FMOD
- Creating an audio source
- Setting the audio source's position and velocity
- Setting the audio source's direction
- Setting the audio source's range
- Setting the audio listener's properties
- Integration with a game
- Reverb
- Reverb in FMOD.
- Creating a reverb object
- Setting reverb properties
- Setting reverb position and radius
- Setting the default ambient reverb
- Obstruction and occlusion
- Obstruction and occlusion in FMOD
- Effects
- Effects in FMOD
- Example 1 - time stretching
- Example 2 - simple radio effect
- 5. Intelligent Audio
- Audio files versus sound events
- Introducing the FMOD Designer
- Simple events
- Examples of simple events
- Avoiding repetitive sound effects
- Creating a footsteps sound loop
- Creating a breaking glass sound effect
- Creating an ambient track of singing birds
- Multi-track events
- Examples of multi-track events
- Creating an interactive footsteps sound loop
- Simulating the sound of a car engine
- Creating a complex ambient track of a forest
- Interactive music
- The vertical approach (re-orchestration)
- The horizontal approach (re-sequencing)
- Calling sound events from the game code
- 6. Low-level Audio
- Representing audio data
- Playing audio data
- Loading a sound
- Playing a sound
- Pausing a sound
- Looping a sound
- Changing volume
- Changing pitch
- Changing panning
- Mixing multiple sounds
- Implementing a delay effect
- Synthesizing a sound
- Index.
- Notes:
- Includes index.
- Description based on online resource; title from PDF title page (ebrary, viewed September 24, 2013).
- ISBN:
- 9781849699105
- 1849699100
- OCLC:
- 861526549
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