Game Audio Programming 2
Guy Somberg
Sold by PBShop.store UK, Fairford, GLOS, United Kingdom
AbeBooks Seller since June 11, 1999
New - Soft cover
Condition: New
Quantity: 1 available
Add to basketSold by PBShop.store UK, Fairford, GLOS, United Kingdom
AbeBooks Seller since June 11, 1999
Condition: New
Quantity: 1 available
Add to basketNew Book. Shipped from UK. Established seller since 2000.
Seller Inventory # GB-9781032401799
Welcome to the second volume of Game Audio Programming: Principles and Practices – the first series of its kind dedicated to the art of game audio programming! This volume features more than 20 chapters containing advanced techniques from some of the top game audio programmers and sound designers in the industry. This book continues the tradition of collecting more knowledge and wisdom about game audio programming than any other volume in history.
Both audio programming beginners and seasoned veterans will find content in this book that is valuable, with topics ranging from extreme low-level mixing to high-level game integration. Each chapter contains techniques that were used in games that have shipped, and there is a plethora of code samples and diagrams. There are chapters on threading, DSP implementation, advanced middleware techniques in FMOD Studio and Audiokinetic Wwise, ambiences, mixing, music, and more.
This book has something for everyone who is programming audio for a game: programmers new to the art of audio programming, experienced audio programmers, and those souls who just got assigned the audio code. This book is for you!
Guy Somberg has been programming audio engines for his entire career. From humble beginnings writing a low-level audio mixer for slot machines, he quickly transitioned to writing game audio engines for all manner of games. He has written audio engines that shipped AAA games like Hellgate: London, Bioshock 2, and The Sims 4, as well as smaller titles like Minion Master, Tales From the Borderlands, and Game of Thrones. Guy has also given several talks at the Game Developer Conference and at CppCon.
When he’s not programming or writing game audio programming books, he can be found at home reading, playing video games, and playing the flute.
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