Game Audio Programming 3: Principles and Practices
暫譯: 遊戲音效程式設計 3:原則與實務
Somberg, Guy
- 出版商: CRC
- 出版日期: 2020-09-22
- 售價: $2,820
- 貴賓價: 9.5 折 $2,679
- 語言: 英文
- 頁數: 258
- 裝訂: Quality Paper - also called trade paper
- ISBN: 0367348047
- ISBN-13: 9780367348045
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相關主題
商品描述
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.
商品描述(中文翻譯)
歡迎來到《遊戲音頻程式設計:原則與實踐》第三卷——這是首個專注於遊戲音頻程式設計藝術與科學的系列書籍。本卷包含來自業界頂尖遊戲音頻程式設計師和音效設計師的14章內容。主題涵蓋各種遊戲類型(如ARPG、RTS、FPS等),以及從低階主題如數位信號處理(DSP)到高階主題如使用影響圖進行音頻處理。
本書中的技術針對各種能力的遊戲音頻程式設計師,從剛入門的初學者到經驗豐富的老手。書中所有的原則和實踐都已在實際發行的遊戲中使用,因此它們都非常實用且可立即應用。書中有關於分屏音頻、動態音樂即興創作、動態混音、環境音、DSP等主題的章節。
本書延續了收集現代、最新的遊戲音頻程式設計知識與智慧的傳統。因此,無論你是遊戲音頻程式設計師一年還是十年,甚至是剛被指派這項任務並試圖了解其內容,本書都適合你!
主要特色
- 前沿的高級遊戲音頻程式設計概念,並附有來自真實遊戲音頻引擎的範例
- 包含高階和低階主題
- 實用的程式碼範例、數學和圖表,可直接應用於你的遊戲音頻引擎。
作者簡介
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.
作者簡介(中文翻譯)
蓋·索姆伯格在他的整個職業生涯中一直在編寫音頻引擎。從為老虎機編寫低階音頻混音器的卑微開始,他迅速轉向為各種遊戲編寫遊戲音頻引擎。他編寫的音頻引擎已經在 AAA 遊戲中推出,如 地獄之門:倫敦、生化奇兵 2、模擬市民 4 和 火炬之光 3,以及較小的標題如 小兵大作戰、邊境之地的故事 和 權力的遊戲。蓋還在遊戲開發者大會、音頻開發者大會和 CppCon 上發表過幾次演講。
當他不在編程或撰寫遊戲音頻編程書籍時,他會在家裡閱讀、玩視頻遊戲和吹笛子。