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Game audio programming 2 : principles and ... Read More

Somberg, Guy,(Editor).

Available copies

  • 1 of 1 copy available at Berklee College of Music.

Current holds

0 current holds with 1 total copy.

Show Only Available Copies
Location Call Number / Copy Notes Barcode Shelving Location Holdable? Status Due Date
Valencia Main Library QA76.76.C672 G327 2019 37684001092135 Valencia Stacks Copy hold / Volume hold Available -

Record details

  • ISBN: 9781138068919
  • ISBN: 1138068918
  • Physical Description: xxv, 364 pages : illustrations ; 24 cm
  • Publisher: Boca Raton : CRC Press, Taylor & Francis Group, [2019]

Content descriptions

General Note:
An A K Peters book.
Bibliography, etc. Note:
Includes bibliographical references and index.
Formatted Contents Note:
Life cycle of game audio -- A rare breed: the ... Read More
Summary, etc.:
This book features more than 20 chapters ... Read More
Subject: Computer games > Programming.
Computer sound processing.
Computer game music.
Sound > Recording and reproducing > Digital techniques.
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00520191112092951.0
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040 . ‡aCOX ‡beng ‡erda ‡cCOX ‡dCOX ‡dOCLCQ ‡dGUA ‡dBKC
020 . ‡a9781138068919 ‡q(alk. paper)
020 . ‡a1138068918 ‡q(alk. paper)
035 . ‡a(OCoLC)1076586474
05014. ‡aQA76.76.C672 ‡bG327 2019
090 . ‡aQA76.76.C672 ‡bG327 2019
049 . ‡aBKCA
24500. ‡aGame audio programming 2 : ‡bprinciples and practices / ‡cedited by Guy Somberg.
264 1. ‡aBoca Raton : ‡bCRC Press, Taylor & Francis Group, ‡c[2019]
264 4. ‡c©2019
300 . ‡axxv, 364 pages : ‡billustrations ; ‡c24 cm
336 . ‡atext ‡btxt ‡2rdacontent
337 . ‡aunmediated ‡bn ‡2rdamedia
338 . ‡avolume ‡bnc ‡2rdacarrier
500 . ‡aAn A K Peters book.
504 . ‡aIncludes bibliographical references and index.
5050 . ‡aLife cycle of game audio -- A rare breed: the audio programmer -- Multithreading for game audio -- Designing a channel-agnostic audio engine -- Audio resampling -- Introduction to DSP prototyping -- Practical applications of simple filters -- Advanced FMOD studio techniques -- Understandind Wwise virtual voices -- Distance-delayed sounds -- Designs for ambiences in open-world games -- Approximate position of ambient sounds of multiple sources -- Techniques for improving data drivability of gameplay audio code -- Data-driven sound limitation system -- Realtime audio mixing -- Using orientation to add emphasis to a mix -- Obstruction, occlusion, and propagation -- Practical approaches to virtual acoustics -- Implementing volume sliders -- Note-based busic systems -- Synchronizing action-based gamplay to music.
520 . ‡aThis book features more than 20 chapters containing advanced techniques from some of the top game audio programmers and sound designers in the industry.
650 0. ‡aComputer games ‡xProgramming.
650 0. ‡aComputer sound processing.
650 0. ‡aComputer game music.
650 0. ‡aSound ‡xRecording and reproducing ‡xDigital techniques.
7001 . ‡aSomberg, Guy, ‡4edt
994 . ‡aC0 ‡bBKC
905 . ‡utlin2@berklee.edu
901 . ‡a175257 ‡b ‡c175257 ‡tbiblio ‡soclc

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