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Music & Sound Effects - Multimedia Technology, Music Software, Game Programming
Game Audio Programming by James Boer — book cover

Game Audio Programming

by James Boer
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Overview

Game Audio Programming is a comprehensive guide to interactive audio programming for the Microsoft Windows—platform. Written for C++ programmers implementing an audio system for an entertainment or multimedia title, this practical reference covers a wide range of topics relevant to today's audio programmers, including DirectX Audio, audio decompression libraries, hardware filters and effects, geometric representation of world data for effects, occlusion and obstruction, and more. In addition, a full-featured, documented, and internally commented game audio programming (GAP) library is referenced throughout the book to explain various concepts. The library is included on the companion CD-ROM and can be used as either a ready-to-use library for your own games or as reference code to help implement an audio system.

Synopsis

Written to address the programming issues involved in developing quality sound, Game Audio Programming is the first resource for programmers tasked with creating a sound and music system for a game title. Concentrating on actual audio programming, Game Audio Programming starts with basic audio and music playback for Win32 / DirectX platforms. From there it progresses to more advanced and specific lessons covering 3D audio, hardware-specific extensions, environmental reverberation, algorithms and techniques for preprocessing effects, and more. Whether you are a professional game programmer looking for a comprehensive reference for implementing a game's audio, or an amateur developer interested in cutting-edge industry techniques, Game Audio Programming is the only reference you will need.

KEY FEATURES
  • Provides complete, professional solutions to modern audio programming challenges, and is written by an experienced audio programmer with real-world experience and examples
  • Covers both DirectX Audio (DirectSound and DirectMusic) and Win32 Multimedia programming, and shows how to integrate them into a single unified system
  • Discusses DirectMusic programming in depth, and how to choose between platform-specific features or more generic DLS+MIDI based features
  • Covers highly advanced topics such as automatic reverberation generation algorithms, occlusion and obstruction algorithms, and storage structures for fast processing and retrieval of preprocessed data
  • Discusses cutting-edge and topical subjects like MP3 licensing, alternative compression formats, and the latest versions of EAX and other hardware-specific extensions .
  • Includes a CD-ROM with a highly functional audio library of useful code (for developers searching for shortcuts) and demos of useful programs

About the Author

James Boer is an audio programmer and a sound designer / composer. He has worked on a number of best-selling games, including Deer Hunter, Deer Hunter II, and Rocky Mountain Trophy Hunter. Other credits (audio and/or programming) include Pro Bass Fishing, Microsoft Baseball 2000, Jamoke (online game), and Tex Atomic's Big Bot Battles (online game).

About the Author, James Boer

James Boer is an audio programmer and a sound designer/composer. He has a number of best-selling games to his name, including Deer Hunter, Deer Hunter II, and Rocky Mountain Trophy Hunter. Other credits (audio and/or programming) include Pro Bass Fishing, Microsoft Baseball 2000, Jamoke (online game), and Tex Atomic's Big Bot Battles (online game).

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Book Details

Published
October 1, 2002
Publisher
Cengage Learning
Pages
640
Format
Hardcover
ISBN
9781584502456

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