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In this volume, some of the top game audio programmers in the industry delve into audio programming topics from low-level subjects like oscillator techniques to high-level topics such as automated testing, reverb, and music.
List of contents
1. The Flavors of Game Audio Programming,
Section I. Low-Level Topics, 2. Oscillators for Real Time Synthesis, 3. Recording Audio Data to a Memory Buffer,
Section II. Acoustics, 4. An Overview of Game Acoustics, 5. Multilayered Dynamic Reverb, 6. Creating Impulse Responses for Virtual Environments,
Section III. Game Integration, 7. Transient-Driven Events from Game Parameters: How to Treat Frame-Based Game Parameters as Signals and Filter Them to Post Meaningful Play Events, 8. Addressing the Neglect of Sound in Reused Animations, 9. Rule Systems and Context Aware Speech in
Homeworld 3,
Section IV. Audio Engine Architecture and Features, 10. Updates to the Sound Engine State Machine, 11. Asynchronous Multithreaded Audio Engine Architecture, 12. Asynchronous Multithreaded Audio Engine Code, 13. Automated Testing for Game Audio Systems, 14. An Algorithmic Approach to "Max Within Radius" Virtualization,
Section V. Music, 15. Synchronizing Music to Gameplay to Create Music Moments, 16. Remixing Musical Loops in Real Time
About the author
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.