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      Game Audio Programming 4: Principles and Practices

      2 in stock

      Firm sale: non returnable item
      SKU 9781032361079 Categories ,
      Select Guide Rating
      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 to high-level topics such as object management, music systems, ...

      £44.99

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      Description

      Product ID:9781032361079
      Product Form:Paperback / softback
      Country of Manufacture:GB
      Title:Game Audio Programming 4
      Subtitle:Principles and Practices
      Authors:Author: Guy Somberg
      Page Count:338
      Subjects:The arts: general topics, The arts: general issues, Digital animation, Games development and programming, Audio processing, Digital animation, Games development & programming, Audio processing
      Description:Select Guide Rating
      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 to high-level topics such as object management, music systems, and audio tools.

      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 game audio programming. If you are new to game audio programming or a seasoned veteran, 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!


      Imprint Name:CRC Press
      Publisher Name:Taylor & Francis Ltd
      Country of Publication:GB
      Publishing Date:2023-12-06

      Additional information

      Weight536 g
      Dimensions156 × 234 × 23 mm