Book Image

Getting Started with C++ Audio Programming for Game Development

By : David da L Gouveia
Book Image

Getting Started with C++ Audio Programming for Game Development

By: David da L Gouveia

Overview of this book

Audio plays a fundamental role in video games. From music to sound effects or dialogue, it helps to reinforce the experience, convey the mood, and give feedback to the player. Presently, many games have achieved commercial success by incorporating game sounds that have enhanced the user experience. You can achieve this in your games with the help of the FMOD library. This book provides you with a practical guide to implementing the FMOD toolkit in your games. Getting Started with C++ Audio Programming for Game Developers is a quick and practical introduction to the most important audio programming topics that any game developer is expected to know. Whether you need to play only a few audio files or you intend to design a complex audio simulation, this book will help you get started enhancing your game with audio programs. Getting Started with C++ Audio Programming for Game Developers covers a broad range of topics – from loading and playing audio files to simulating sounds within a virtual environment and implementing interactive sounds that react to events in the game. The book starts off with an explanation of the fundamental audio concepts, after which it proceeds to explain how to use the FMOD Ex library, how to implement a 3D audio simulation, how to use the FMOD Designer toolkit, and how best to work with multi-layered sounds with complex behaviors attached to them. The final part of the book deals with working with audio at a much lower level by manipulating audio data directly. This book will provide you with a good foundation so that you can successfully implement audio into your games and begin pursuing other advanced topics in audio programming with confidence.
Table of Contents (13 chapters)
Getting Started with C++ Audio Programming for Game Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Effects


Besides all of the 3D audio simulations described earlier, there is another subject that we should cover: DSP effects. A DSP effect (which stands for digital signal processing) is an algorithm that takes sound data as input, modifies it in some way, and returns a new set of data as output. Most effects either manipulate the amplitudes or frequencies of the sound data, or add multiple sounds together (frequently that sound is a delayed and attenuated version of itself). The following is a list of some common types of DSP effects:

  • Normalize: This effect scales the volume of the sound so that the peak amplitude is at the maximum volume level.

  • Compressor: This effect makes the loud sections of the sound quieter, then brings the entire volume up to compensate, reducing the dynamic range of the sound

  • Distortion: This effect distorts the sound, making it sound harsher

  • Low-pass filter: This effect attenuates all frequencies in the sound above a certain range, making the sound muffled

  • High...