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Game Audio Programming 4. Principles and Practices

✍ Scribed by Guy Somberg


Publisher
CRC Press
Year
2024
Tongue
English
Leaves
355
Category
Library

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✦ Table of Contents


Cover
Half Title
Title Page
Copyright Page
Dedication
Contents
Acknowledgments
Foreword
Contributors
Section I: Game Integration
Chapter 1: Audio Object Management Techniques
Chapter 2: State-Based Dynamic Mixing
Chapter 3: Timed ADSRs for One-Shot Sounds
Chapter 4: Systemic Approaches to Random Sound Effects
Chapter 5: The Jostle System: A Baked Solution to Environmental Interaction Sounds
Chapter 6: Background Sounds
Chapter 7: Data-Driven Music Systems for Open Worlds
Section II: Low-Level Topics
Chapter 8: Finding the Intersection of a Box and a Circle
Chapter 9: Building a Pitch Tracker: Fundamentals
Chapter 10: Building a Pitch Tracker: Practical Techniques
Chapter 11: Flexible Delay Lines: Practical Methods for Varying Sample-Rate Delays During Playback
Chapter 12: Thread-Safe Command Buffer
Section III: Tools
Chapter 13: Optimizing Audio Designer Workflows
Chapter 14: An Introduction to β€œAn Introduction to Audio Tools Development”
Chapter 15: An Introduction to Audio Tools Development
Chapter 16: Audio Debugging Tools and Techniques
Chapter 17: Automatic Manual Foley and Footsteps
INDEX


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