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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing,
[2013]
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- 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.