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Getting Started with C++ Audio Programming for Game Development

Год: 2013
Автор: David Gouveia
Издательство: Packt Publishing
ISBN: 978-1-84969-910-5
Язык: Английский
Формат: PDF/EPUB
Качество: Изначально компьютерное (eBook)
Интерактивное оглавление: Да
Количество страниц: 116
Описание

In Detail

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.

Approach

This book is a standard tutorial targeted at game developers which aims to help them incorporate audio programming techniques to enhance their gameplay experience.

Who this book is for

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.
Preface
Chapter 1: Audio Concepts

Sound waves
Analog and digital audio
Multi-channel audio
Audio fie formats
Summary
Chapter 2: Audio Playback
Understanding FMOD
Installing FMOD Ex Programmer's API
Creating and managing the audio system
Loading and streaming audio fies
Playing sounds
Checking for errors
Project 1 – building a simple audio manager
Class defiition
Initialization and destruction
Loading or streaming sounds
Playing sounds
A note about the code samples
Summary
Chapter 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 defiition
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
Chapter 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
Chapter 5: Intelligent Audio
Audio fies 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
Chapter 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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