Audio Programming for Interactive Games: The Computer Music of Games - Softcover

Wilde, Martin D.

 
9780240519418: Audio Programming for Interactive Games: The Computer Music of Games

Synopsis

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.

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About the Author

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.

From the Back Cover

Martin Wilde explores the cutting-edge creative potential of game audio systems, addressing the latest working methods used in creating and programming immersive, interactive and non-linear audio for games. The book demonstrates how game programmers can create a software system enabling the audio content provider (composer or sound designer) to maintain direct control over the composition and presentation of an interactive game soundtrack. This platform-independent system is described step-by-step in Wilde's approachable style with illuminating case studies. Readers can develop their own audio engines using the source codes provided on the accompanying CD-ROM.

As a programmer and accomplished musician experienced in developing sound and music software engines for computer games on various platforms, Martin Wilde is uniquely qualified to address individuals exploring game audio regardless of their area of responsibility or level of expertise. Wilde examines the shifting roles and responsibilities in game audio integration offering:

· programmers and artists a common framework to collaborate and develop compelling and creative audio soundtracks;

· producers a useful primer on audio development enabling them to make reasoned and informed decisions about this critical game component;

· students insight into the technical issues involved in integrating audio into a game who can then practice these skills by building their own game audio engines based on the source code provided.

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A cutting-edge guide to the latest working practices and techniques in game audio programming.

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