1st Edition
by Guy Somberg (Editor)
Welcome to the third volume of Game Audio Programming: Principles and Practices―the
first series of its kind dedicated to the art and science of game audio
programming. This volume contains 14 chapters from some of the top game
audio programmers and sound designers in the industry. Topics range
across game genres (ARPG, RTS, FPS, etc.), and from low-level topics
such as DSP to high-level topics like using influence maps for audio.
The
techniques in this book are targeted at game audio programmers of all
abilities, from newbies who are just getting into audio programming to
seasoned veterans. All of the principles and practices in this book have
been used in real shipping games, so they are all very practical and
immediately applicable. There are chapters about split-screen audio,
dynamic music improvisation, dynamic mixing, ambiences, DSPs, and more.
This
book continues the tradition of collecting modern, up-to-date knowledge
and wisdom about game audio programming. So, whether you’ve been a game
audio programmer for one year or ten years, 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!
Key Features
- Cutting-edge advanced game audio programming concepts with examples from real game audio engines
- Includes both high-level and low-level topics
- Practical code examples, math, and diagrams that you can apply directly to your game audio engine.
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, The Sims 4, and Torchlight 3, 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, the
Audio Developer Conference, and 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.