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Audio Programming for Interactive Games
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Audio Programming for Interactive Games

Audio Programming for Interactive Games

Martin Wilde

182 pages, parution le 29/03/2004

Résumé

Martin Wilde's cutting-edge exploration of the creative potential of game audio systems addresses the latest working methods of those involved in creating and programming immersive, interactive and non-linear audio for games. The book demonstrates how the game programmer can create an software system which enables the audio content provider (composer/sound designer) to maintain direct control over the composition and presentation of an interactive game soundtrack. This system (which is platform independent) is described step-by-step in Wilde's approachable style with illuminating case studies, all source codes for which are provided on the accompanying CD-Rom which readers can use to develop their own audio engines.

As a programmer with experience of developing sound and music software engines for computer game titles on a multitude of platforms who is also an experienced musician, Martin Wilde is uniquely placed to address individuals approaching game audio from various levels and areas of expertise. Game audio programmers will learn how to achieve enable even better audio soundtracks and effects, while musicians who want to capitalise on this shift in roles will gain a greater appreciation of the technical issues involved, so enhancing their employment prospects. Students of game design can practice these skills by building their own game audio engines based on the source code provided.

L'auteur - Martin Wilde

Motorola Inc., multimedia engine software development group (Chicago, IL, USA).

Martin Wilde has designed, developed and shipped sound and music software engines for computer game titles on a multitude of platforms for both hardware manufacturers and software developers in the US and internationally. He holds two United States patents, a Masters degree in Computer Studies in Music from Northwestern University, and is the chairman of the Audio Engineering Society (AES) Technical Committee on Audio for Games. Martin is also an active member of the Interactive Audio Special Interest Group (IASIG) and regularly publishes articles on game audio, most recently in the AES Journal and on the Sonify.org website. Over the years, he has made numerous presentations to the AES, the Game Developers Conference, the Interactive Multimedia Association, and the International Computer Music Association. Martin is currently a member of Motorola, Inc.’s Multi-Media Engine software development group in their Personal Communications Sector.

Sommaire

  • Introduction
  • Regarding audio
  • Overview of game audio APIs
  • Introduction to interactive game audio
  • Digital audio services
  • Interfacing with MIDI
  • Case study #1: Extending MIDI file performance
  • Building a software synth
  • Case study #2: Improving audio performance
  • Dynamic audio behaviour
  • Giving control to the audio artist
  • Case study #3: Audio/visual coordination
  • Future topics
  • Appendix A: Soundtrack manager script commands
  • Appendix B: Game audio resources
Voir tout
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Caractéristiques techniques

  PAPIER
Éditeur(s) Focal Press
Auteur(s) Martin Wilde
Parution 29/03/2004
Nb. de pages 182
Format 19 x 24,5
Couverture Broché
Poids 410g
Intérieur Noir et Blanc
EAN13 9780240519418
ISBN13 978-0-240-51941-8

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