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Book Description

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.

Table of Contents

  1. Cover
  2. Halftitle
  3. Title
  4. Copyright
  5. Contents
  6. Preface
  7. Acknowledgments
  8. Introduction
  9. Chapter 1. Regarding audio in games – The curtain rises
  10. Chapter 2. Game audio APIs – Audio building blocks
  11. Chapter 3. Introduction to interactive game audio: What now?
  12. Chapter 4. Digital audio services – open up, it’s the DA!
  13. Chapter 5. Interfacing with MIDI – Interpreter, please!
  14. Chapter 6. Case study 1: Extending MIDI file performance – start me up!
  15. Chapter 7. Building a software synthesizer – gonna build me a robot!
  16. Chapter 8. Case study 2: Improving audio performance – faster, you fool, faster!
  17. Chapter 9. Dynamic audio behavior – give me a call …
  18. Chapter 10. Giving control to the audio artist – I got the power!
  19. Chapter 11. Case Study 3: Audio/visual coordination – I’ll be around …
  20. Chapter 12. Future topics and directions – where do we go from here?
  21. Appendix A. Soundtrack Manager script commands
  22. Appendix B:. Game audio resources
  23. Index
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