Beginning Game Audio Programming

Mason McCuskey

  • 出版商: Premier Press
  • 出版日期: 2003-04-11
  • 售價: $1,120
  • 語言: 英文
  • 頁數: 384
  • 裝訂: Paperback
  • ISBN: 1592000290
  • ISBN-13: 9781592000296
  • 無法訂購

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Summary

Make your games sound as good as they look and play! This comprehensive title is designed to take readers through all aspects of integrating professional quality audio into their games. Detailed examples and instructions are centered around, but not limited to, DirectAudio technology (DirectMusic for game music and DirectSound for sound effects). In addition to creating a complete game audio engine, the reader will explore other topics important to game audio, such as playing MP3s and playing music directly off an audio CD.

Table of Contents

  • Chapter 1: The Lay of the Land
    Capabilities of audio hardware
    Dos and Donts of Game Audio
    Lay of the Audio Land
    Buying or Building an Audio Engine
  • Part 1: A Basic Audio Engine
  • Chapter 2: Intro to DirectAudio
    Creating primary / secondary audio buffers
    Generated sound playback
  • Chapter 3: WAV audio playback
    Overview of DirectMusic
    Audiopaths
    The Start of the Audio Engine

    Manager Singleton
  • CSound

    Smart Pointers
  • Chapter 4: Engine Must-Haves
    Anatomy of a WAV file
    Loading a WAV file

    from Disk

    from Memory

    from Resources
    Specifying a Search Directory
    Streaming?
  • Chapter 5: Control Freak
    Playing Sounds Concurrently
    Volume / Muting
    Knowing when a sound has completed
  • Chapter 6: MIDI / DirectMusic Playback
    Architecture of DirectMusic
    Loading a DirectMusic song
    Playback of a DirectMusic song
    Determining where you are in a song
    Beat detection
  • Chapter 7: MP3 / WMA Playback
    Loading an MP3
    Playback of MP3s
    Determining Where you Are in a MP3
    Licensing and Royalty Issues
    Windows Media audio playback
  • Chapter 8: Ogg Vorbis Playback
    What Is Ogg Vorbis?
    Loading
    Playing
    Determining Where You Are in a Song
  • Chapter 9: CD Audio (Redbook Audio) Playback
    MCI interface
    Opening a Device
    Telling a Device to Play
    Seeking
  • Chapter 10: Playing Tracked Music
    What is mikmod?
    Playback using mikmod
  • Part 2: Advanced Audio Engine Features
  • Chapter 11: Dynamic Music
  • Chapter 12: DirectAudio goodies
    Audio Scripting
    Real Time Effects in DirectAudio
  • Chapter 13: 3D Sound with DirectX Audio
    Doppler Effect
    Reverb
    Obstruction
    DirectAudio 3D Listener
  • Chapter 14: 3D Sound with OpenAL
  • Chapter 15: Environmental Modeling using EAX
  • Chapter 16: Voices and Speech
    Real time Chat via DirectX Voice
    Recording Sounds
    Speech Detection / Voice Commands
    Lip-Sync
  • Chapter 17: Audio Visualization
    Spectrum analysis
    Graphic equalizers
    Oscilloscopes

    Conclusion: Features to add from here
    Audio file management
    Cross-platform-ness
    Performance optimizations
  • Appendix A: Creating Dynamic Music with DirectAudio (tutorial)
  • Appendix B: Content Creation Tips