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Getting Started with C++ Audio Programming for Game Development电子书

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6人正在读 | 0人评论 9.8

作       者:David Gouveia

出  版  社:Packt Publishing

出版时间:2013-08-26

字       数:38.4万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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This book is a standard tutorial targeted at game developers which aims to help them incorporate audio programming techniques to enhance their gameplay experience.This book is perfect for C++ game developers who have no experience with audio programming and who would like a quick introduction to the most important topics required to integrate audio into a game.
目录展开

Getting Started with C++ Audio Programming for Game Development

Table of Contents

Getting Started with C++ Audio Programming for Game Development

Credits

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers and more

Why Subscribe?

Free Access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Errata

Piracy

Questions

1. Audio Concepts

Sound waves

Analog and digital audio

Multi-channel audio

Audio file formats

Summary

2. Audio Playback

Understanding FMOD

Installing FMOD Ex Programmer's API

Creating and managing the audio system

Loading and streaming audio files

Playing sounds

Checking for errors

Project 1 – building a simple audio manager

Class definition

Initialization and destruction

Loading or streaming sounds

Playing sounds

A note about the code samples

Summary

3. Audio Control

The channel handle

Controlling the playback

Controlling the volume

Controlling the pitch

Controlling the panning

Grouping channels together

Controlling groups of channels

Project 2 – improving the audio manager

Class definition

Initialization and destruction

Loading songs and sound effects

Playing and stopping sound effects

Playing and stopping songs

Controlling the master volume of each category

Summary

4. 3D Audio

Positional audio

Positional audio in FMOD

Creating an audio source

Setting the audio source's position and velocity

Setting the audio source's direction

Setting the audio source's range

Setting the audio listener's properties

Integration with a game

Reverb

Reverb in FMOD

Creating a reverb object

Setting reverb properties

Setting reverb position and radius

Setting the default ambient reverb

Obstruction and occlusion

Obstruction and occlusion in FMOD

Effects

Effects in FMOD

Example 1 – time stretching

Example 2 – simple radio effect

Summary

5. Intelligent Audio

Audio files versus sound events

Introducing the FMOD Designer

Simple events

Examples of simple events

Avoiding repetitive sound effects

Creating a footsteps sound loop

Creating a breaking glass sound effect

Creating an ambient track of singing birds

Multi-track events

Examples of multi-track events

Creating an interactive footsteps sound loop

Simulating the sound of a car engine

Creating a complex ambient track of a forest

Interactive music

The vertical approach (re-orchestration)

The horizontal approach (re-sequencing)

Calling sound events from the game code

Summary

6. Low-level Audio

Representing audio data

Playing audio data

Loading a sound

Playing a sound

Pausing a sound

Looping a sound

Changing volume

Changing pitch

Changing panning

Mixing multiple sounds

Implementing a delay effect

Synthesizing a sound

Summary

Index

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