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  • Book Overview & Buying Getting Started with C++ Audio Programming for Game Development
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Getting Started with C++ Audio Programming for Game Development

Getting Started with C++ Audio Programming for Game Development

By : David da L Gouveia
4.8 (4)
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Getting Started with C++ Audio Programming for Game Development

Getting Started with C++ Audio Programming for Game Development

4.8 (4)
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)
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Getting Started with C++ Audio Programming for Game Development
Credits
About the Author
About the Reviewers
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www.PacktPub.com
Preface
1
Index

About the Reviewers

Tomas Pettersson is a creator of the freeware audio tools SFXR and Musagi.

Daniel Varela was born in Trebujena, Spain, in 1980. His strong passion for music and technology led him to obtain a Bachelor's degree in Sound and Image Engineering from the University of Málaga, Spain, in 2004.

From very early on in his education, he focused on digital audio signal processing, designing and developing software simulations for audio signals quantification noise modeling, experimental reverb effects, and culminating in an application for the digital audio editing as his final project of studies.

After graduating, he worked for six years in the software consultancy area as an Applications Programmer and Analyst. During this stage, he improved his Object Oriented Programming skills and working methodology, but however, he felt like something was missing.

In 2010, he joined TheGameKitchen, a just born indie videogames development company, as a Generalist Programmer. During this period, he made familiar game engines, such as XNA or Unity3D and developed some audio application prototypes, such as a MOD tracker player for XNA or a scratching application for Windows Phone.

In 2011, he started working at BlitzGamesStudios in the UK as Audio Programmer, developing a successful career in the area of audio programming for videogames. He is responsible for maintaining and improving an existing cross platform end to end audio pipeline, as well as working with third party audio middleware such as FMOD and Wwise.

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Tech Concepts
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Programming languages
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Getting Started with C++ Audio Programming for Game Development
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