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

Chapter 5. Intelligent Audio

Up to this point, we have played sounds in a very linear fashion; we load an audio file from a disk and play it when needed, optionally controlling some of its parameters during playback. Even when we used advanced features such as 3D audio, there was still a one-to-one relationship between the sound and the audio file.

However, a sound does not necessarily correspond to a single audio file. In many scenarios we can benefit from using multiple audio files for a single sound. For example, we can often reduce repetition by providing several variations of the same sound as separate audio files, or we can build complex soundscapes by combining several smaller sound fragments.

For other sounds, the modifications we apply at runtime to their parameters are just as important as the audio files that compose them. For example, we cannot realistically simulate the sound of a car engine without constantly updating its pitch and volume based on the engine's rpm and load values...