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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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Gouveia, David
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing, [2013]
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Gouveia, David. 
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 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file 
500 |a Includes index. 
588 0 |a Online resource; title from PDF title page (ebrary, viewed September 24, 2013). 
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. 
546 |a English. 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
590 |a ProQuest Ebook Central  |b Ebook Central Academic Complete 
650 0 |a Video games  |x Sound effects. 
650 0 |a Computer sound processing. 
650 0 |a C++ (Computer program language) 
650 6 |a Jeux vidéo  |x Effets sonores. 
650 6 |a Son  |x Traitement par ordinateur. 
650 6 |a C++ (Langage de programmation) 
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650 7 |a C++ (Computer program language)  |2 fast 
650 7 |a Computer sound processing  |2 fast 
650 7 |a Video games  |x Sound effects  |2 fast 
758 |i has work:  |a Getting started with C++ audio programming for game development (Text)  |1 https://id.oclc.org/worldcat/entity/E39PCXYkxybVyR9rFQpJDrxPpK  |4 https://id.oclc.org/worldcat/ontology/hasWork 
776 0 8 |i Print version:  |a Gouveia, David.  |t Getting Started with C++ Audio Programming for Game Development.  |d Birmingham : Packt Publishing, ©2013  |z 9781849699099 
856 4 0 |u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=1362579  |z Texto completo 
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