Audio programming for interactive games the computer music of games

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...

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Detalles Bibliográficos
Autor principal: Wilde, Martin D. (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Oxford : Focal 2004.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627063706719
Tabla de Contenidos:
  • Cover; Audio Programming for Interactive Games: The computer music of games; Copyright; Contents; Preface; Acknowledgments; Introduction; Chapter 1: Regarding audio in games - the curtain rises; Chapter 2: Game audio APIs - audio building blocks; Chapter 3: Introduction to interactive game audio - What now?; Chapter 4: Digital audio services - open up, it's the DA!; Chapter 5: Interfacing with MIDI - interpreter, please!; Chapter 6: Case study 1: Extending MIDI file performance - start me up!; Chapter 7: Building a software synthesizer - gonna build me a robot!
  • Chapter 8: Case study 2: Improving audio performance - faster, you fool, faster!Chapter 9: Dynamic audio behavior - give me a call...; Chapter 10: Giving control to the audio artist - I got the power!; Chapter 11: Case study 3: Audio/visual coordination - I'll be around...; Chapter 12: Future topics and directions - where do we go from here?; Appendix A: Soundtrack Manager script commands; Appendix B: Game audio resources; Index