Game audio programming 2 : principles and ... Read More
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- 1 of 1 copy available at Berklee College of Music.
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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]
- Copyright: ©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 |
Search for related items by subject
Subject: | Computer games > Programming. Computer sound processing. Computer game music. Sound > Recording and reproducing > Digital techniques. |
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---|---|---|---|
001 | 175257 | ||
003 | BERKLEE | ||
005 | 20191112092951.0 | ||
008 | 181130t20192019flua b 001 0 eng d | ||
040 | . | ‡aCOX ‡beng ‡erda ‡cCOX ‡dCOX ‡dOCLCQ ‡dGUA ‡dBKC | |
020 | . | ‡a9781138068919 ‡q(alk. paper) | |
020 | . | ‡a1138068918 ‡q(alk. paper) | |
035 | . | ‡a(OCoLC)1076586474 | |
050 | 1 | 4. | ‡aQA76.76.C672 ‡bG327 2019 |
090 | . | ‡aQA76.76.C672 ‡bG327 2019 | |
049 | . | ‡aBKCA | |
245 | 0 | 0. | ‡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. | |
505 | 0 | . | ‡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. | |
700 | 1 | . | ‡aSomberg, Guy, ‡4edt |
994 | . | ‡aC0 ‡bBKC | |
905 | . | ‡utlin2@berklee.edu | |
901 | . | ‡a175257 ‡b ‡c175257 ‡tbiblio ‡soclc |