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Audio Programming for Interactive Games: The Computer Music of Games
 
 

Audio Programming for Interactive Games: The Computer Music of Games [Paperback]

Martin D. Wilde (Author)
3.5 out of 5 stars  See all reviews (2 customer reviews)

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Book Description

0240519418 978-0240519418 May 12, 2004
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

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Editorial Reviews

Book Description

A cutting-edge guide to the latest working practices and techniques in game audio programming.

From the Back Cover

Martin Wilde explores the cutting-edge creative potential of game audio systems, addressing the latest working methods used in creating and programming immersive, interactive and non-linear audio for games. The book demonstrates how game programmers can create a software system enabling the audio content provider (composer or sound designer) to maintain direct control over the composition and presentation of an interactive game soundtrack. This platform-independent system is described step-by-step in Wilde's approachable style with illuminating case studies. Readers can develop their own audio engines using the source codes provided on the accompanying CD-ROM.

As a programmer and accomplished musician experienced in developing sound and music software engines for computer games on various platforms, Martin Wilde is uniquely qualified to address individuals exploring game audio regardless of their area of responsibility or level of expertise. Wilde examines the shifting roles and responsibilities in game audio integration offering:

· programmers and artists a common framework to collaborate and develop compelling and creative audio soundtracks;

· producers a useful primer on audio development enabling them to make reasoned and informed decisions about this critical game component;

· students insight into the technical issues involved in integrating audio into a game who can then practice these skills by building their own game audio engines based on the source code provided.

Product Details

  • Paperback: 200 pages
  • Publisher: Focal Press (May 12, 2004)
  • Language: English
  • ISBN-10: 0240519418
  • ISBN-13: 978-0240519418
  • Product Dimensions: 9.5 x 7.4 x 0.6 inches
  • Shipping Weight: 13.4 ounces (View shipping rates and policies)
  • Average Customer Review: 3.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #1,886,495 in Books (See Top 100 in Books)

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3.5 out of 5 stars (2 customer reviews)
 
 
 
 
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5 of 6 people found the following review helpful:
3.0 out of 5 stars No Mention that you need Windows to use the code., April 7, 2005
This review is from: Audio Programming for Interactive Games: The Computer Music of Games (Paperback)
I was impressed and excited with this book until I got to Chapter 3, where I discovered that I needed a Windows machine in order to build the "multi-platform", Soundtrack Manager. There was no mention on the cover, that in order to run the code on the accompanied CD, you need Windows.
I'm a composer/sound designer, and I happen to use a Macintosh like many other musicians, producers etc.
There is still useful information, but I was very disappointed that I couldn't build the Soundtrack Manager which the book is pretty much all about.
I'm sure it's a great book for Windows users.
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1 of 3 people found the following review helpful:
4.0 out of 5 stars Good book, need experience programming in C++, February 4, 2007
This review is from: Audio Programming for Interactive Games: The Computer Music of Games (Paperback)
I've been looking for a book that would walk me through the process of creating a sound engine and this book does that but you need to know C or C++. For some reason it's not directly mentioned that you need programming experience in the editorial review or book description.
I don't think this is any fault of the author since it's assumed that if you are programming games you're probably using C or C++ already.

I'm a beginner programmer and I was looking for a book that would show a beginner how to make a sound engine. If you already know C or C++ than this would probably be a great book for you since it seems to be the only book ( at least what I could find) that shows you exactly how to create a sound engine, step by step.
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Inside This Book (learn more)
First Sentence:
In the game of games, video is king. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
binary script file, interactive audio system, playlist number, sound effect number, specified playlist, global linked list, audio artist, software wavetable synthesizer, pan location, audio programmer, custom mixer, audio engine, pan parameter, max gain, secondary buffer, game audio, script interface, pan position, cue number, software synthesizer, proximity sound, digital audio data, timer interrupt, game programmer, file playback
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Soundtrack Manager, Musical Instrument Digital Interface, Soundtrack Manger
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