Background: I created a game engine (Goblin 2D+ Engine) and for sound just used a 3rd party library (BASS). However I quickly found the additional A$150 for BASS was effecting the uptake of my engine because it was US$59.95 and the additional A$150 for BASS was killing it. I knew nothing about sou
Beginning Game Audio Programming
โ Scribed by Mason McCuskey
- Publisher
- Muska & Lipman/Premier-Trade
- Year
- 2003
- Tongue
- English
- Leaves
- 384
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
No matter how exciting the game and how realistic the visual effects, without catchy audio in the background it's obvious that something is missing. New developments in technology enable you to do things with audio that weren't possible before, but they also make it necessary to find a guide that walks you through the technical hurdles. Beginning Game Audio Programming covers the challenges that you will face as you create sound effects and music for your games and gives you the information you need to face these challenges head-on. You'll learn how to compose dynamic music and program 3D sound. There's even coverage of using DirectPlay Voice for real-time voice chat in your games! If you are comfortable with C++ and DirectX, then you're ready to dive into the exciting world of audio with Beginning game Audio Programming.
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