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|a UAMI
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100 |
1 |
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|a Gouveia, David.
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245 |
1 |
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|a Getting started with C++ audio programming for game development /
|c David Gouveia.
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264 |
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1 |
|a Birmingham :
|b Packt Publishing,
|c [2013]
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264 |
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4 |
|c ©2013
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300 |
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|a 1 online resource (117 pages) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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337 |
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|a computer
|b c
|2 rdamedia
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338 |
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|a online resource
|b cr
|2 rdacarrier
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347 |
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|a text file
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500 |
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|a Includes index.
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588 |
0 |
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|a Online resource; title from PDF title page (ebrary, viewed September 24, 2013).
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505 |
0 |
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|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.
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505 |
8 |
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|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.
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|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.
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505 |
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|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.
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505 |
8 |
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|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.
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520 |
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|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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546 |
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|a English.
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590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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650 |
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0 |
|a Video games
|x Sound effects.
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650 |
|
0 |
|a Computer sound processing.
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650 |
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0 |
|a C++ (Computer program language)
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650 |
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6 |
|a Jeux vidéo
|x Effets sonores.
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650 |
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|a Son
|x Traitement par ordinateur.
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650 |
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6 |
|a C++ (Langage de programmation)
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650 |
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|a GAMES
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650 |
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|a C++ (Computer program language)
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|
650 |
|
7 |
|a Computer sound processing.
|2 fast
|0 (OCoLC)fst00872627
|
650 |
|
7 |
|a Video games
|x Sound effects.
|2 fast
|0 (OCoLC)fst01752562
|
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 |
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0 |
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