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Destinations, frais et délaisVendeur : GreatBookPrices, Columbia, MD, Etats-Unis
Etat : As New. Unread book in perfect condition. N° de réf. du vendeur 41185661
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Vendeur : GreatBookPricesUK, Woodford Green, Royaume-Uni
Etat : New. N° de réf. du vendeur 41185661-n
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Vendeur : THE SAINT BOOKSTORE, Southport, Royaume-Uni
Paperback / softback. Etat : New. New copy - Usually dispatched within 4 working days. 394. N° de réf. du vendeur B9780367348045
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Vendeur : Majestic Books, Hounslow, Royaume-Uni
Etat : New. pp. 232. N° de réf. du vendeur 385822659
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Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
Etat : New. N° de réf. du vendeur 41185661-n
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Vendeur : Grand Eagle Retail, Fairfield, OH, Etats-Unis
Paperback. Etat : new. Paperback. Welcome to the third volume of Game Audio Programming: Principles and Practicesthe first series of its kind dedicated to the art and science of game audio programming. This volume contains 14 chapters from some of the top game audio programmers and sound designers in the industry. Topics range across game genres (ARPG, RTS, FPS, etc.), and from low-level topics such as DSP to high-level topics like using influence maps for audio.The techniques in this book are targeted at game audio programmers of all abilities, from newbies who are just getting into audio programming to seasoned veterans. All of the principles and practices in this book have been used in real shipping games, so they are all very practical and immediately applicable. There are chapters about split-screen audio, dynamic music improvisation, dynamic mixing, ambiences, DSPs, and more.This book continues the tradition of collecting modern, up-to-date knowledge and wisdom about game audio programming. So, whether youve been a game audio programmer for one year or ten years, or even if youve just been assigned the task and are trying to figure out what its all about, this book is for you!Key Features Cutting-edge advanced game audio programming concepts with examples from real game audio engines Includes both high-level and low-level topics Practical code examples, math, and diagrams that you can apply directly to your game audio engine.Guy Somberg has been programming audio engines for his entire career. From humble beginnings writing a low-level audio mixer for slot machines, he quickly transitioned to writing game audio engines for all manner of games. He has written audio engines that shipped AAA games like Hellgate: London, Bioshock 2, The Sims 4, and Torchlight 3, as well as smaller titles like Minion Master, Tales from the Borderlands, and Game of Thrones. Guy has also given several talks at the Game Developer Conference, the Audio Developer Conference, and CppCon. When hes not programming or writing game audio programming books, he can be found at home reading, playing video games, and playing the flute. One of the goals of this book is to raise the general level of game audio programming expertise, so it is written in a manner that is accessible to beginners, while still providing valuable content for more advanced game audio programmers. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. N° de réf. du vendeur 9780367348045
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Vendeur : Ria Christie Collections, Uxbridge, Royaume-Uni
Etat : New. In. N° de réf. du vendeur ria9780367348045_new
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Vendeur : Books Puddle, New York, NY, Etats-Unis
Etat : New. pp. 232. N° de réf. du vendeur 26378048540
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Vendeur : GreatBookPricesUK, Woodford Green, Royaume-Uni
Etat : As New. Unread book in perfect condition. N° de réf. du vendeur 41185661
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Vendeur : Revaluation Books, Exeter, Royaume-Uni
Paperback. Etat : Brand New. 232 pages. 9.00x6.00x0.75 inches. In Stock. This item is printed on demand. N° de réf. du vendeur __0367348047
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