Beginning Game Audio Programming
Mason McCuskey
- 出版商: Premier Press
- 出版日期: 2003-04-11
- 售價: $1,120
- 語言: 英文
- 頁數: 384
- 裝訂: Paperback
- ISBN: 1592000290
- ISBN-13: 9781592000296
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商品描述
Summary
Make your games sound as good as they look and play! This comprehensive title is designed to take readers through all aspects of integrating professional quality audio into their games. Detailed examples and instructions are centered around, but not limited to, DirectAudio technology (DirectMusic for game music and DirectSound for sound effects). In addition to creating a complete game audio engine, the reader will explore other topics important to game audio, such as playing MP3s and playing music directly off an audio CD.
Table of Contents
- Chapter 1: The Lay of the Land
Capabilities of audio hardware
Dos and Donts of Game Audio
Lay of the Audio Land
Buying or Building an Audio Engine
- Part 1: A Basic Audio Engine
- Chapter 2: Intro to DirectAudio
Creating primary / secondary audio buffers
Generated sound playback
- Chapter 3: WAV audio playback
Overview of DirectMusic
Audiopaths
The Start of the Audio Engine
Manager Singleton
- CSound
Smart Pointers
- Chapter 4: Engine Must-Haves
Anatomy of a WAV file
Loading a WAV file
from Disk
from Memory
from Resources
Specifying a Search Directory
Streaming?
- Chapter 5: Control Freak
Playing Sounds Concurrently
Volume / Muting
Knowing when a sound has completed
- Chapter 6: MIDI / DirectMusic Playback
Architecture of DirectMusic
Loading a DirectMusic song
Playback of a DirectMusic song
Determining where you are in a song
Beat detection
- Chapter 7: MP3 / WMA Playback
Loading an MP3
Playback of MP3s
Determining Where you Are in a MP3
Licensing and Royalty Issues
Windows Media audio playback
- Chapter 8: Ogg Vorbis Playback
What Is Ogg Vorbis?
Loading
Playing
Determining Where You Are in a Song
- Chapter 9: CD Audio (Redbook Audio) Playback
MCI interface
Opening a Device
Telling a Device to Play
Seeking
- Chapter 10: Playing Tracked Music
What is mikmod?
Playback using mikmod
- Part 2: Advanced Audio Engine Features
- Chapter 11: Dynamic Music
- Chapter 12: DirectAudio goodies
Audio Scripting
Real Time Effects in DirectAudio
- Chapter 13: 3D Sound with DirectX Audio
Doppler Effect
Reverb
Obstruction
DirectAudio 3D Listener
- Chapter 14: 3D Sound with OpenAL
- Chapter 15: Environmental Modeling using EAX
- Chapter 16: Voices and Speech
Real time Chat via DirectX Voice
Recording Sounds
Speech Detection / Voice Commands
Lip-Sync
- Chapter 17: Audio Visualization
Spectrum analysis
Graphic equalizers
Oscilloscopes
Conclusion: Features to add from here
Audio file management
Cross-platform-ness
Performance optimizations
- Appendix A: Creating Dynamic Music with DirectAudio (tutorial)
- Appendix B: Content Creation Tips