Getting started with C++ audio programming for game development:
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham
Packt Publishing
[2013]
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Schlagworte: | |
Online-Zugang: | FAW01 FAW02 |
Beschreibung: | Includes index Online resource; title from PDF title page (ebrary, viewed September 24, 2013) |
Beschreibung: | 1 online resource (117 pages) illustrations |
ISBN: | 9781849699105 1849699100 1849699097 9781849699099 |
Internformat
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100 | 1 | |a Gouveia, David |e Verfasser |4 aut | |
245 | 1 | 0 | |a Getting started with C++ audio programming for game development |c David Gouveia |
264 | 1 | |a Birmingham |b Packt Publishing |c [2013] | |
264 | 4 | |c © 2013 | |
300 | |a 1 online resource (117 pages) |b illustrations | ||
336 | |b txt |2 rdacontent | ||
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500 | |a Includes index | ||
500 | |a Online resource; title from PDF title page (ebrary, viewed September 24, 2013) | ||
505 | 8 | |a Table of Contents; Getting Started with C++ Audio Programming for Game Development; Getting Started with C++ Audio Programming for Game Development; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Reader feedback; Customer support; Downloading the example code; Errata; Piracy; Questions; 1. Audio Concepts; Sound waves; Analog and digital audio; Multi-channel audio | |
505 | 8 | |a Audio file formatsSummary; 2. Audio Playback; Understanding FMOD; Installing FMOD Ex Programmer's API; Creating and managing the audio system; Loading and streaming audio files; Playing sounds; Checking for errors; Project 1 -- building a simple audio manager; Class definition; Initialization and destruction; Loading or streaming sounds; Playing sounds; A note about the code samples; Summary; 3. Audio Control; The channel handle; Controlling the playback; Controlling the volume; Controlling the pitch; Controlling the panning; Grouping channels together; Controlling groups of channels | |
505 | 8 | |a Project 2 -- improving the audio managerClass definition; Initialization and destruction; Loading songs and sound effects; Playing and stopping sound effects; Playing and stopping songs; Controlling the master volume of each category; Summary; 4. 3D Audio; Positional audio; Positional audio in FMOD; Creating an audio source; Setting the audio source's position and velocity; Setting the audio source's direction; Setting the audio source's range; Setting the audio listener's properties; Integration with a game; Reverb; Reverb in FMOD; Creating a reverb object; Setting reverb properties | |
505 | 8 | |a Setting reverb position and radiusSetting the default ambient reverb; Obstruction and occlusion; Obstruction and occlusion in FMOD; Effects; Effects in FMOD; Example 1 -- time stretching; Example 2 -- simple radio effect; Summary; 5. Intelligent Audio; Audio files versus sound events; Introducing the FMOD Designer; Simple events; Examples of simple events; Avoiding repetitive sound effects; Creating a footsteps sound loop; Creating a breaking glass sound effect; Creating an ambient track of singing birds; Multi-track events; Examples of multi-track events | |
505 | 8 | |a Creating an interactive footsteps sound loopSimulating the sound of a car engine; Creating a complex ambient track of a forest; Interactive music; The vertical approach (re-orchestration); The horizontal approach (re-sequencing); Calling sound events from the game code; Summary; 6. Low-level Audio; Representing audio data; Playing audio data; Loading a sound; Playing a sound; Pausing a sound; Looping a sound; Changing volume; Changing pitch; Changing panning; Mixing multiple sounds; Implementing a delay effect; Synthesizing a sound; Summary; Index | |
505 | 8 | |a This book is a standard tutorial targeted at game developers which aims to help them incorporate audio programming techniques to enhance their gameplay experience. This book is perfect for C++ game developers who have no experience with audio programming and who would like a quick introduction to the most important topics required to integrate audio into a game | |
650 | 4 | |a Computer games / Design | |
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any_adam_object | |
author | Gouveia, David |
author_facet | Gouveia, David |
author_role | aut |
author_sort | Gouveia, David |
author_variant | d g dg |
building | Verbundindex |
bvnumber | BV043779502 |
collection | ZDB-4-EBA ZDB-4-ITC |
contents | Table of Contents; Getting Started with C++ Audio Programming for Game Development; Getting Started with C++ Audio Programming for Game Development; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Reader feedback; Customer support; Downloading the example code; Errata; Piracy; Questions; 1. Audio Concepts; Sound waves; Analog and digital audio; Multi-channel audio Audio file formatsSummary; 2. Audio Playback; Understanding FMOD; Installing FMOD Ex Programmer's API; Creating and managing the audio system; Loading and streaming audio files; Playing sounds; Checking for errors; Project 1 -- building a simple audio manager; Class definition; Initialization and destruction; Loading or streaming sounds; Playing sounds; A note about the code samples; Summary; 3. Audio Control; The channel handle; Controlling the playback; Controlling the volume; Controlling the pitch; Controlling the panning; Grouping channels together; Controlling groups of channels Project 2 -- improving the audio managerClass definition; Initialization and destruction; Loading songs and sound effects; Playing and stopping sound effects; Playing and stopping songs; Controlling the master volume of each category; Summary; 4. 3D Audio; Positional audio; Positional audio in FMOD; Creating an audio source; Setting the audio source's position and velocity; Setting the audio source's direction; Setting the audio source's range; Setting the audio listener's properties; Integration with a game; Reverb; Reverb in FMOD; Creating a reverb object; Setting reverb properties Setting reverb position and radiusSetting the default ambient reverb; Obstruction and occlusion; Obstruction and occlusion in FMOD; Effects; Effects in FMOD; Example 1 -- time stretching; Example 2 -- simple radio effect; Summary; 5. Intelligent Audio; Audio files versus sound events; Introducing the FMOD Designer; Simple events; Examples of simple events; Avoiding repetitive sound effects; Creating a footsteps sound loop; Creating a breaking glass sound effect; Creating an ambient track of singing birds; Multi-track events; Examples of multi-track events Creating an interactive footsteps sound loopSimulating the sound of a car engine; Creating a complex ambient track of a forest; Interactive music; The vertical approach (re-orchestration); The horizontal approach (re-sequencing); Calling sound events from the game code; Summary; 6. Low-level Audio; Representing audio data; Playing audio data; Loading a sound; Playing a sound; Pausing a sound; Looping a sound; Changing volume; Changing pitch; Changing panning; Mixing multiple sounds; Implementing a delay effect; Synthesizing a sound; Summary; Index This book is a standard tutorial targeted at game developers which aims to help them incorporate audio programming techniques to enhance their gameplay experience. This book is perfect for C++ game developers who have no experience with audio programming and who would like a quick introduction to the most important topics required to integrate audio into a game |
ctrlnum | (ZDB-4-EBA)ocn861526549 (ZDB-4-ITC)ocn861526549 (OCoLC)861526549 (DE-599)BVBBV043779502 |
dewey-full | 794.81526 005.1 |
dewey-hundreds | 700 - The arts 000 - Computer science, information, general works |
dewey-ones | 794 - Indoor games of skill 005 - Computer programming, programs, data, security |
dewey-raw | 794.81526 005.1 |
dewey-search | 794.81526 005.1 |
dewey-sort | 3794.81526 |
dewey-tens | 790 - Recreational and performing arts 000 - Computer science, information, general works |
discipline | Sport Informatik |
format | Electronic eBook |
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id | DE-604.BV043779502 |
illustrated | Illustrated |
indexdate | 2024-07-10T07:34:53Z |
institution | BVB |
isbn | 9781849699105 1849699100 1849699097 9781849699099 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-029190562 |
oclc_num | 861526549 |
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owner | DE-1046 DE-1047 |
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physical | 1 online resource (117 pages) illustrations |
psigel | ZDB-4-EBA ZDB-4-ITC ZDB-4-EBA FAW_PDA_EBA |
publishDate | 2013 |
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publisher | Packt Publishing |
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spelling | Gouveia, David Verfasser aut Getting started with C++ audio programming for game development David Gouveia Birmingham Packt Publishing [2013] © 2013 1 online resource (117 pages) illustrations txt rdacontent c rdamedia cr rdacarrier Includes index Online resource; title from PDF title page (ebrary, viewed September 24, 2013) Table of Contents; Getting Started with C++ Audio Programming for Game Development; Getting Started with C++ Audio Programming for Game Development; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Reader feedback; Customer support; Downloading the example code; Errata; Piracy; Questions; 1. Audio Concepts; Sound waves; Analog and digital audio; Multi-channel audio Audio file formatsSummary; 2. Audio Playback; Understanding FMOD; Installing FMOD Ex Programmer's API; Creating and managing the audio system; Loading and streaming audio files; Playing sounds; Checking for errors; Project 1 -- building a simple audio manager; Class definition; Initialization and destruction; Loading or streaming sounds; Playing sounds; A note about the code samples; Summary; 3. Audio Control; The channel handle; Controlling the playback; Controlling the volume; Controlling the pitch; Controlling the panning; Grouping channels together; Controlling groups of channels Project 2 -- improving the audio managerClass definition; Initialization and destruction; Loading songs and sound effects; Playing and stopping sound effects; Playing and stopping songs; Controlling the master volume of each category; Summary; 4. 3D Audio; Positional audio; Positional audio in FMOD; Creating an audio source; Setting the audio source's position and velocity; Setting the audio source's direction; Setting the audio source's range; Setting the audio listener's properties; Integration with a game; Reverb; Reverb in FMOD; Creating a reverb object; Setting reverb properties Setting reverb position and radiusSetting the default ambient reverb; Obstruction and occlusion; Obstruction and occlusion in FMOD; Effects; Effects in FMOD; Example 1 -- time stretching; Example 2 -- simple radio effect; Summary; 5. Intelligent Audio; Audio files versus sound events; Introducing the FMOD Designer; Simple events; Examples of simple events; Avoiding repetitive sound effects; Creating a footsteps sound loop; Creating a breaking glass sound effect; Creating an ambient track of singing birds; Multi-track events; Examples of multi-track events Creating an interactive footsteps sound loopSimulating the sound of a car engine; Creating a complex ambient track of a forest; Interactive music; The vertical approach (re-orchestration); The horizontal approach (re-sequencing); Calling sound events from the game code; Summary; 6. Low-level Audio; Representing audio data; Playing audio data; Loading a sound; Playing a sound; Pausing a sound; Looping a sound; Changing volume; Changing pitch; Changing panning; Mixing multiple sounds; Implementing a delay effect; Synthesizing a sound; Summary; Index This book is a standard tutorial targeted at game developers which aims to help them incorporate audio programming techniques to enhance their gameplay experience. This book is perfect for C++ game developers who have no experience with audio programming and who would like a quick introduction to the most important topics required to integrate audio into a game Computer games / Design Computer games / Programming Video games / Design GAMES / Board bisacsh C++ (Computer program language) fast Computer sound processing fast Video games / Sound effects fast Video games Sound effects Computer sound processing C++ (Computer program language) Erscheint auch als Druck-Ausgabe Gouveia, David Getting Started with C++ Audio Programming for Game Development |
spellingShingle | Gouveia, David Getting started with C++ audio programming for game development Table of Contents; Getting Started with C++ Audio Programming for Game Development; Getting Started with C++ Audio Programming for Game Development; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Reader feedback; Customer support; Downloading the example code; Errata; Piracy; Questions; 1. Audio Concepts; Sound waves; Analog and digital audio; Multi-channel audio Audio file formatsSummary; 2. Audio Playback; Understanding FMOD; Installing FMOD Ex Programmer's API; Creating and managing the audio system; Loading and streaming audio files; Playing sounds; Checking for errors; Project 1 -- building a simple audio manager; Class definition; Initialization and destruction; Loading or streaming sounds; Playing sounds; A note about the code samples; Summary; 3. Audio Control; The channel handle; Controlling the playback; Controlling the volume; Controlling the pitch; Controlling the panning; Grouping channels together; Controlling groups of channels Project 2 -- improving the audio managerClass definition; Initialization and destruction; Loading songs and sound effects; Playing and stopping sound effects; Playing and stopping songs; Controlling the master volume of each category; Summary; 4. 3D Audio; Positional audio; Positional audio in FMOD; Creating an audio source; Setting the audio source's position and velocity; Setting the audio source's direction; Setting the audio source's range; Setting the audio listener's properties; Integration with a game; Reverb; Reverb in FMOD; Creating a reverb object; Setting reverb properties Setting reverb position and radiusSetting the default ambient reverb; Obstruction and occlusion; Obstruction and occlusion in FMOD; Effects; Effects in FMOD; Example 1 -- time stretching; Example 2 -- simple radio effect; Summary; 5. Intelligent Audio; Audio files versus sound events; Introducing the FMOD Designer; Simple events; Examples of simple events; Avoiding repetitive sound effects; Creating a footsteps sound loop; Creating a breaking glass sound effect; Creating an ambient track of singing birds; Multi-track events; Examples of multi-track events Creating an interactive footsteps sound loopSimulating the sound of a car engine; Creating a complex ambient track of a forest; Interactive music; The vertical approach (re-orchestration); The horizontal approach (re-sequencing); Calling sound events from the game code; Summary; 6. Low-level Audio; Representing audio data; Playing audio data; Loading a sound; Playing a sound; Pausing a sound; Looping a sound; Changing volume; Changing pitch; Changing panning; Mixing multiple sounds; Implementing a delay effect; Synthesizing a sound; Summary; Index This book is a standard tutorial targeted at game developers which aims to help them incorporate audio programming techniques to enhance their gameplay experience. This book is perfect for C++ game developers who have no experience with audio programming and who would like a quick introduction to the most important topics required to integrate audio into a game Computer games / Design Computer games / Programming Video games / Design GAMES / Board bisacsh C++ (Computer program language) fast Computer sound processing fast Video games / Sound effects fast Video games Sound effects Computer sound processing C++ (Computer program language) |
title | Getting started with C++ audio programming for game development |
title_auth | Getting started with C++ audio programming for game development |
title_exact_search | Getting started with C++ audio programming for game development |
title_full | Getting started with C++ audio programming for game development David Gouveia |
title_fullStr | Getting started with C++ audio programming for game development David Gouveia |
title_full_unstemmed | Getting started with C++ audio programming for game development David Gouveia |
title_short | Getting started with C++ audio programming for game development |
title_sort | getting started with c audio programming for game development |
topic | Computer games / Design Computer games / Programming Video games / Design GAMES / Board bisacsh C++ (Computer program language) fast Computer sound processing fast Video games / Sound effects fast Video games Sound effects Computer sound processing C++ (Computer program language) |
topic_facet | Computer games / Design Computer games / Programming Video games / Design GAMES / Board C++ (Computer program language) Computer sound processing Video games / Sound effects Video games Sound effects Computer sound processing C++ (Computer program language) |
work_keys_str_mv | AT gouveiadavid gettingstartedwithcaudioprogrammingforgamedevelopment |