Getting started with C++ audio programming for game development /:
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 th...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham :
Packt Publishing,
[2013]
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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. |
Beschreibung: | Includes index. |
Beschreibung: | 1 online resource (117 pages) : illustrations |
ISBN: | 9781849699105 1849699100 1849699097 9781849699099 |
Internformat
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245 | 1 | 0 | |a Getting started with C++ audio programming for game development / |c David Gouveia. |
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505 | 0 | |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. | |
520 | |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. | ||
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DE-BY-FWS_katkey | ZDB-4-EBA-ocn861526549 |
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adam_text | |
any_adam_object | |
author | Gouveia, David |
author_facet | Gouveia, David |
author_role | |
author_sort | Gouveia, David |
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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. |
ctrlnum | (OCoLC)861526549 |
dewey-full | 005.1 794.81526 |
dewey-hundreds | 000 - Computer science, information, general works 700 - The arts |
dewey-ones | 005 - Computer programming, programs, data, security 794 - Indoor games of skill |
dewey-raw | 005.1 794.81526 |
dewey-search | 005.1 794.81526 |
dewey-sort | 15.1 |
dewey-tens | 000 - Computer science, information, general works 790 - Recreational and performing arts |
discipline | Informatik |
format | Electronic eBook |
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id | ZDB-4-EBA-ocn861526549 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:25:36Z |
institution | BVB |
isbn | 9781849699105 1849699100 1849699097 9781849699099 |
language | English |
oclc_num | 861526549 |
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publishDateSearch | 2013 |
publishDateSort | 2013 |
publisher | Packt Publishing, |
record_format | marc |
spelling | Gouveia, David. Getting started with C++ audio programming for game development / David Gouveia. Birmingham : Packt Publishing, [2013] ©2013 1 online resource (117 pages) : illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier text file 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. English. Video games Sound effects. http://id.loc.gov/authorities/subjects/sh2009006473 Computer sound processing. http://id.loc.gov/authorities/subjects/sh85029539 C++ (Computer program language) http://id.loc.gov/authorities/subjects/sh87007505 Jeux vidéo Effets sonores. Son Traitement par ordinateur. C++ (Langage de programmation) GAMES Board. bisacsh C++ (Computer program language) fast Computer sound processing fast Video games Sound effects fast has work: Getting started with C++ audio programming for game development (Text) https://id.oclc.org/worldcat/entity/E39PCXYkxybVyR9rFQpJDrxPpK https://id.oclc.org/worldcat/ontology/hasWork Print version: Gouveia, David. Getting Started with C++ Audio Programming for Game Development. Birmingham : Packt Publishing, ©2013 9781849699099 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=637218 Volltext |
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. Video games Sound effects. http://id.loc.gov/authorities/subjects/sh2009006473 Computer sound processing. http://id.loc.gov/authorities/subjects/sh85029539 C++ (Computer program language) http://id.loc.gov/authorities/subjects/sh87007505 Jeux vidéo Effets sonores. Son Traitement par ordinateur. C++ (Langage de programmation) GAMES Board. bisacsh C++ (Computer program language) fast Computer sound processing fast Video games Sound effects fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh2009006473 http://id.loc.gov/authorities/subjects/sh85029539 http://id.loc.gov/authorities/subjects/sh87007505 |
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 | Video games Sound effects. http://id.loc.gov/authorities/subjects/sh2009006473 Computer sound processing. http://id.loc.gov/authorities/subjects/sh85029539 C++ (Computer program language) http://id.loc.gov/authorities/subjects/sh87007505 Jeux vidéo Effets sonores. Son Traitement par ordinateur. C++ (Langage de programmation) GAMES Board. bisacsh C++ (Computer program language) fast Computer sound processing fast Video games Sound effects fast |
topic_facet | Video games Sound effects. Computer sound processing. C++ (Computer program language) Jeux vidéo Effets sonores. Son Traitement par ordinateur. C++ (Langage de programmation) GAMES Board. Computer sound processing Video games Sound effects |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=637218 |
work_keys_str_mv | AT gouveiadavid gettingstartedwithcaudioprogrammingforgamedevelopment |