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Audio Programming for Interactive Games
 
 

Audio Programming for Interactive Games (Paperback)

by Martin D. Wilde (Author) "In the game of games, video is king ..." (more)
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Customers buy this book with Sound Design: The Expressive Power of Music, Voice and Sound Effects in Cinema by David Sonnenschein

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Product details

  • Paperback: 200 pages
  • Publisher: Focal Press; Pap/Cdr edition (11 Mar 2004)
  • Language English
  • ISBN-10: 0240519418
  • ISBN-13: 978-0240519418
  • Product Dimensions: 24.2 x 18.8 x 1.6 cm
  • Average Customer Review: 4.0 out of 5 stars See all reviews (1 customer review)
  • Amazon.co.uk Sales Rank: 579,314 in Books (See Bestsellers in Books)
  • See Complete Table of Contents

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Product Description

Product Description
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

About the Author
Martin Wilde has designed, developed and shipped sound and music software engines for computer game titles on a multitude of platforms for both hardware manufacturers and software developers in the US and internationally. He holds two United States patents, a Masters degree in Computer Studies in Music from Northwestern University, and is the chairman of the Audio Engineering Society (AES) Technical Committee on Audio for Games. Martin is also an active member of the Interactive Audio Special Interest Group (IASIG) and regularly publishes articles on game audio, most recently in the AES Journal and on the Sonify.org website. Over the years, he has made numerous presentations to the AES, the Game Developers Conference, the Interactive Multimedia Association, and the International Computer Music Association. Martin is currently a member of Motorola, Inc.'s Multi-Media Engine software development group in their Personal Communications Sector.

Inside This Book (Learn More)
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In the game of games, video is king. Read the first page
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Front Cover | Copyright | Table of Contents | Excerpt | Index
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4.0 out of 5 stars can you read 0100010010111011000111x://jdu99940?, 21 Oct 2008
By Agent "47" (Manchester) - See all my reviews
Well, I'm currently studying for a diploma in audio engineering and bought this book for a written piece I'm doing. It is brilliantly written and very useful.

I do have to say though that some of the information is pretty hard going if you have no knowledge of programming. My advice is if you're new to this stuff do some other reading first/as well but defiantly buy this book if you're serious about it.
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