Audio Programming for Interactive Games

Audio Programming for Interactive Games
Author: Martin D. Wilde
Publsiher: Taylor & Francis
Total Pages: 181
Release: 2004
ISBN: 0240519418
Category: Computers
Language: EN, FR, DE, ES & NL

Audio Programming for Interactive Games Book Excerpt:

Martin Wilde's cutting-edge exploration of the creative potential of game audio systems addresses the latest working methods of those involved in creating and programming immersive, interactive and non-linear audio for games. The book demonstrates how the game programmer can create an software system which enables the audio content provider (composer/sound designer) to maintain direct control over the composition and presentation of an interactive game soundtrack. This system (which is platform independent) is described step-by-step in Wilde's approachable style with illuminating case studies, all source codes for which are provided on the accompanying CD-Rom which readers can use to develop their own audio engines. As a programmer with experience of developing sound and music software engines for computer game titles on a multitude of platforms who is also an experienced musician, Martin Wilde is uniquely placed to address individuals approaching game audio from various levels and areas of expertise. Game audio programmers will learn how to achieve enable even better audio soundtracks and effects, while musicians who want to capitalise on this shift in roles will gain a greater appreciation of the technical issues involved, so enhancing their employment prospects. Students of game design can practice these skills by building their own game audio engines based on the source code provided. * Learn from an expert: the author brings a unique perspective to this subject from his experience as both a programmer and a musician * Develop your own game audio engines: the book and accompanying CD-ROM provide easy-to-follow instructions and coding which you can apply to your own game and multi-media projects * Keep up with the latest working practices in this rapidly evolving industry with this essential guide for both game audio programmers and audio artists

Game Audio Programming 3 Principles and Practices

Game Audio Programming 3  Principles and Practices
Author: Guy Somberg
Publsiher: CRC Press
Total Pages: 280
Release: 2020-09-21
ISBN: 1000169642
Category: Computers
Language: EN, FR, DE, ES & NL

Game Audio Programming 3 Principles and Practices Book Excerpt:

Welcome to the third volume of Game Audio Programming: Principles and Practices—the 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 you’ve been a game audio programmer for one year or ten years, or even if you’ve just been assigned the task and are trying to figure out what it’s 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 he’s not programming or writing game audio programming books, he can be found at home reading, playing video games, and playing the flute.

Game Audio Programming 2

Game Audio Programming 2
Author: Guy Somberg
Publsiher: CRC Press
Total Pages: 362
Release: 2018-08-30
ISBN: 1351653946
Category: Computers
Language: EN, FR, DE, ES & NL

Game Audio Programming 2 Book Excerpt:

Welcome to the second volume of Game Audio Programming: Principles and Practices – the first series of its kind dedicated to the art of game audio programming! This volume features more than 20 chapters containing advanced techniques from some of the top game audio programmers and sound designers in the industry. This book continues the tradition of collecting more knowledge and wisdom about game audio programming than any other volume in history. Both audio programming beginners and seasoned veterans will find content in this book that is valuable, with topics ranging from extreme low-level mixing to high-level game integration. Each chapter contains techniques that were used in games that have shipped, and there is a plethora of code samples and diagrams. There are chapters on threading, DSP implementation, advanced middleware techniques in FMOD Studio and Audiokinetic Wwise, ambiences, mixing, music, and more. This book has something for everyone who is programming audio for a game: programmers new to the art of audio programming, experienced audio programmers, and those souls who just got assigned the audio code. This book is for you!

Interactive Technologies and Sociotechnical Systems

Interactive Technologies and Sociotechnical Systems
Author: Hongbin Zha,Zhigeng Pan,Hal Thwaites,Alonzo C. Addison,Maurizio Forte
Publsiher: Springer
Total Pages: 547
Release: 2006-10-12
ISBN: 3540463054
Category: Computers
Language: EN, FR, DE, ES & NL

Interactive Technologies and Sociotechnical Systems Book Excerpt:

This book constitutes the refereed proceedings of the 13th International Conference on Interactive Technologies and Sociotechnical Systems, VSMM 2006, held in Xi'an, China in October 2006. The 59 revised full papers presented together with one keynote paper were carefully reviewed and selected from more than 180 submissions.

Designing Sound

Designing Sound
Author: Andy Farnell
Publsiher: MIT Press
Total Pages: 688
Release: 2010-08-20
ISBN: 0262014416
Category: Computers
Language: EN, FR, DE, ES & NL

Designing Sound Book Excerpt:

A practitioner's guide to the basic principles of creating sound effects using easily accessed free software. Designing Sound teaches students and professional sound designers to understand and create sound effects starting from nothing. Its thesis is that any sound can be generated from first principles, guided by analysis and synthesis. The text takes a practitioner's perspective, exploring the basic principles of making ordinary, everyday sounds using an easily accessed free software. Readers use the Pure Data (Pd) language to construct sound objects, which are more flexible and useful than recordings. Sound is considered as a process, rather than as data—an approach sometimes known as “procedural audio.” Procedural sound is a living sound effect that can run as computer code and be changed in real time according to unpredictable events. Applications include video games, film, animation, and media in which sound is part of an interactive process. The book takes a practical, systematic approach to the subject, teaching by example and providing background information that offers a firm theoretical context for its pragmatic stance. [Many of the examples follow a pattern, beginning with a discussion of the nature and physics of a sound, proceeding through the development of models and the implementation of examples, to the final step of producing a Pure Data program for the desired sound. Different synthesis methods are discussed, analyzed, and refined throughout.] After mastering the techniques presented in Designing Sound, students will be able to build their own sound objects for use in interactive applications and other projects

Understanding Game Scoring

Understanding Game Scoring
Author: Mack Enns
Publsiher: CRC Press
Total Pages: 160
Release: 2021-11-21
ISBN: 1000473643
Category: Computers
Language: EN, FR, DE, ES & NL

Understanding Game Scoring Book Excerpt:

Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.

Writing Interactive Music for Video Games

Writing Interactive Music for Video Games
Author: Michael Sweet
Publsiher: Addison-Wesley Professional
Total Pages: 512
Release: 2014-09-19
ISBN: 0133563510
Category: Computers
Language: EN, FR, DE, ES & NL

Writing Interactive Music for Video Games Book Excerpt:

“This book is a must read for newcomers and experienced composers wanting to learn more about the art of video game composition.” —Chuck Doud, Director of Music, Sony Computer Entertainment Worldwide Studios All You Need to Know to Create Great Video Game Music Written by the developer of Berklee School of Music’s pioneering game scoring program, this guide covers everything professional composers and music students need to know about composing interactive music for video games, and contains exclusive tools for interactive scoring—tools that were previously available only at Berklee. Drawing on twenty years of professional experience in the game industry, Michael Sweet helps you master the unique language of music storytelling in games. Next, he walks you through the entire music composition process, from initial conceptualization and creative direction through implementation. Inside, you’ll find dozens of examples that illustrate adaptive compositional techniques, from small downloadable games to multimillion dollar console titles. In addition, this guide covers the business side of video game composition, sharing crucial advice about contracts, pricing, sales, and marketing. Coverage includes Overcoming the unique challenges of writing for games Composing music that can adapt in real time to player actions Developing thematic ideas Using audio middleware to create advanced interactive scores Working effectively with game development teams Understanding the life of a video game composer Managing contracts, rights, estimating, and negotiation Finding work The companion website contains software tools to help you master interactive music concepts explored in this book, with additional resources and links to learn more about scoring for games. See Appendix A for details.

Understanding Video Game Music

Understanding Video Game Music
Author: Tim Summers
Publsiher: Cambridge University Press
Total Pages: 248
Release: 2016-09-08
ISBN: 1107116872
Category: Computers
Language: EN, FR, DE, ES & NL

Understanding Video Game Music Book Excerpt:

Music is a central component of video games. This book provides methods and concepts for understanding how game music works.

Game Sound Technology and Player Interaction Concepts and Developments

Game Sound Technology and Player Interaction  Concepts and Developments
Author: Grimshaw, Mark
Publsiher: IGI Global
Total Pages: 504
Release: 2010-09-30
ISBN: 1616928301
Category: Games & Activities
Language: EN, FR, DE, ES & NL

Game Sound Technology and Player Interaction Concepts and Developments Book Excerpt:

Game Sound Technology and Player Interaction: Concepts and Developments researches both how game sound affects a player psychologically, emotionally, and physiologically, and how this relationship itself impacts the design of computer game sound and the development of technology. This compilation also applies beyond the realm of video games to other types of immersive sound, such as soundscape design, gambling machines, emotive and fantastical sound to name a few. The application for this research is wide-ranging, interdisciplinary, and of primary importance for academics and practitioners searching for the right sounds.

Getting Started with C Audio Programming for Game Development

Getting Started with C   Audio Programming for Game Development
Author: David Gouveia
Publsiher: Packt Publishing Ltd
Total Pages: 116
Release: 2013-01-01
ISBN: 1849699100
Category: Computers
Language: EN, FR, DE, ES & NL

Getting Started with C Audio Programming for Game Development Book Excerpt:

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.

The Oxford Handbook of Interactive Audio

The Oxford Handbook of Interactive Audio
Author: Karen Collins,Bill Kapralos,Holly Tessler
Publsiher: Oxford University Press
Total Pages: 656
Release: 2014-04-04
ISBN: 0199797293
Category: Music
Language: EN, FR, DE, ES & NL

The Oxford Handbook of Interactive Audio Book Excerpt:

As audiences are increasingly no longer solely listeners but also active producer-consumers, and as video games and other interactive systems increasingly permeate our daily lives, understanding interactivity and its impact on the audience has never been more important. A collection of newly commissioned chapters on interactivity in music and sound edited by preeminent scholars in the field, this book marks the beginning of a journey into understanding the ways in which we interact with sound, and offers a new set of analytical tools for the growing field of interactive audio. What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What makes interactive audio different from non-interactive audio? Where does interacting with audio fit into our understanding of sound and music? What does the future hold for interactive media when it comes to our musical and sonic experiences? And how do we begin to approach interactive audio from a theoretical perspective? The Oxford Handbook of Interactive Audio answers these questions by exploring the full range of interactive audio in video games, performance, education, environmental design, toys, and artistic practice. Examining these questions from a range of approaches -- technological, emotional, psychological, and physical -- the book provides a thorough overview of the fascinating experience of interactive sound.

Foundations in Sound Design for Interactive Media

Foundations in Sound Design for Interactive Media
Author: Michael Filimowicz
Publsiher: Routledge
Total Pages: 366
Release: 2019-07-12
ISBN: 135160385X
Category: Technology & Engineering
Language: EN, FR, DE, ES & NL

Foundations in Sound Design for Interactive Media Book Excerpt:

This volume provides a comprehensive introduction to foundational topics in sound design for interactive media, such as gaming and virtual reality; compositional techniques; new interfaces; sound spatialization; sonic cues and semiotics; performance and installations; music on the web; augmented reality applications; and sound producing software design. The reader will gain a broad understanding of the key concepts and practices that define sound design for its use in computational media and design. The chapters are written by international authors from diverse backgrounds who provide multidisciplinary perspectives on sound in its interactive forms. The volume is designed as a textbook for students and teachers, as a handbook for researchers in sound, design and media, and as a survey of key trends and ideas for practitioners interested in exploring the boundaries of their profession.

Music Sound and Multimedia

Music  Sound and Multimedia
Author: Jamie Sexton
Publsiher: Edinburgh University Press
Total Pages: 224
Release: 2007-11-14
ISBN: 0748630902
Category: Music
Language: EN, FR, DE, ES & NL

Music Sound and Multimedia Book Excerpt:

This new series aims to explore the area of "e;screen music"e;. Volume topics will include multimedia music, music and television, Hollywood film music, and the music of Bollywood cinema.Music and other sound effects have been central to a whole host of media forms throughout the twentieth century, either as background, accompaniment, or main driving force. Such interactions will continue to mutate in new directions, with the widespread growth of digital technologies. Despite the expansion of research into the use of music and sound in film, the investigation of sonic interactions with other media forms has been a largely under-researched area. Music, Sound and Multimedia provides a unique study of how music and other sounds play a central part in our understandings and uses of a variety of communications media. It focuses on four areas of sound and music within broader multimedia forms - music videos, video game music, performance and presentation, and production and consumption - and addresses the centrality of such aural concerns within our everyday experiences. Charting historical developments, mapping contemporary patterns, and speculating on future possibilities, this book is essential for courses on sound and media within media and communications studies, cultural studies and popular music studies.Key features* Charts a number of key developments in music and multimedia interactions* Provides both historical overviews and theoretical analyses* Features a number of in-depth case studies of important issues.

The Game Audio Tutorial

The Game Audio Tutorial
Author: Richard Stevens,Dave Raybould
Publsiher: Taylor & Francis
Total Pages: 427
Release: 2013-05-02
ISBN: 113612702X
Category: Art
Language: EN, FR, DE, ES & NL

The Game Audio Tutorial Book Excerpt:

Design and implement video game sound from beginning to end with this hands-on course in game audio. Music and sound effects speak to players on a deep level, and this book will show you how to design and implement powerful, interactive sound that measurably improves gameplay. If you are a sound designer or composer and want to do more than just create audio elements and hand them over to someone else for insertion into the game, this book is for you. You'll understand the game development process and implement vital audio experiences-not just create music loops or one-off sound effects. The Game Audio Tutorial isn't just a book-you also get a powerful website (www.thegameaudiotutorial.com)

Official Gazette of the United States Patent and Trademark Office

Official Gazette of the United States Patent and Trademark Office
Author: Anonim
Publsiher: Unknown
Total Pages: 135
Release: 2004
ISBN: 1928374650XXX
Category: Trademarks
Language: EN, FR, DE, ES & NL

Official Gazette of the United States Patent and Trademark Office Book Excerpt:

Aaron Marks Complete Guide to Game Audio

Aaron Marks  Complete Guide to Game Audio
Author: Aaron Marks
Publsiher: CRC Press
Total Pages: 544
Release: 2017-03-16
ISBN: 1317636198
Category: Art
Language: EN, FR, DE, ES & NL

Aaron Marks Complete Guide to Game Audio Book Excerpt:

Whether trying to land that first big gig or working to perfect the necessary skills to fill a game world with sound, Aaron Marks’ Complete Guide to Game Audio 3rd edition will teach the reader everything they need to know about the audio side of the multi-million dollar video game industry. This book builds upon the success of the second edition with even more expert advice from masters in the field and notes current changes within the growing video game industry. The tools of the trade excerpts will showcase what professionals, like Marty O’Donnell, Richard Jacques and Tom Salta, use to create their work and to help newcomers in the field prepare their own sound studios. Sample contracts are reviewed within the text as well as helpful advice about contractual terms and negotiable points. These sample contracts can also be found as a downloadable zip for the reader’s convenience. Aaron Marks also explores how to set your financial terms and network efficiently along with examples of how projects can go completely awry and achieving the best results in often complicated situations. Aaron Marks’ Complete Guide to Game Audio serves as the ultimate survival guide to navigating an audio career in the video game industry. Key Features New, full color edition with a complete update of information. Added and expanded coverage of field recording for games, creating voiceovers, adaptive and interactive audio and other cutting edge sound creation and implementation techniques used within games. Update/Replacement of interviews. Include interviews/features on international game audio professionals New and expanded interview features from game composers and sound designers of every experience level such as Keith Arem, Bradley Meyer, Christopher Tin and Rodney Gates including many international professionals like Pasi Pitkanen, Henning Nugel and Christos Panayides. Expanded and updated game console coverage of the Wii, Wii U, Xbox 360, Xbox One, PS3 and PS4. Includes new scripting and middleware concepts and techniques and review of powerful tools such as FMOD and Wwise.

Cool Careers Without College for People Who Love Video Games

Cool Careers Without College for People Who Love Video Games
Author: Nicholas Croce
Publsiher: The Rosen Publishing Group, Inc
Total Pages: 144
Release: 2006-08-15
ISBN: 9781404207479
Category: Business & Economics
Language: EN, FR, DE, ES & NL

Cool Careers Without College for People Who Love Video Games Book Excerpt:

Discusses the various jobs available in the video game area that are available that don't require a college degree.

Character Design for Mobile Devices

Character Design for Mobile Devices
Author: NFGMan
Publsiher: Gulf Professional Publishing
Total Pages: 191
Release: 2006
ISBN: 9780240808086
Category: Computers
Language: EN, FR, DE, ES & NL

Character Design for Mobile Devices Book Excerpt:

This work looks at the creative challenges of designing sprites and icons for mobile phones, portable games platforms and computers. It also explores how the limits of designing for small screens are the inspiration for vibrant and colourful art.

The Art of Producing Games

The Art of Producing Games
Author: David McCarthy,Ste Curran,Simon Byron
Publsiher: Course Technology
Total Pages: 192
Release: 2005
ISBN: 1928374650XXX
Category: Computers
Language: EN, FR, DE, ES & NL

The Art of Producing Games Book Excerpt:

Analyzes aspects of designing and building a successful videogame, from initial concepts, sketches, and storylines, through early prototypes built for testing gameplay, to the full-scale production of the component elements--script, storyboards, screenplay, graphics, video, music, sound effects, and code. Original. (Beginner)

Unity Game Audio Implementation

Unity Game Audio Implementation
Author: Andrew Coggan
Publsiher: CRC Press
Total Pages: 434
Release: 2021-12-31
ISBN: 1000483258
Category: Games & Activities
Language: EN, FR, DE, ES & NL

Unity Game Audio Implementation Book Excerpt:

Unity Game Audio Implementation offers a unique, practical, project-based approach to learning about aspects of Interactive Game Audio for those who have never used a game engine before and don’t want to learn computer programming right now. The book offers insight into the skills needed to design game-ready sounds in current Digital Audio Workstation (DAW) and shows how to implement these sounds within the Unity game engine. The reader will also learn about interactive music and how to set this up to respond to a variety of events in the game, with the option of adding in their own story and dialogue. All the information is presented in a practical working context from an established Game Audio Sound Designer with AAA games experience. The chapters are accompanied by several game levels teaching all about the techniques and theories before offering instructive steps for how to put them into action. After completing the practical tasks in this book, not only will the reader create an interactive soundscape for a multilevel playable game featuring all their own audio, they will also receive tips on how to use their finished project in support of an application for Video Game Sound Designer jobs.