Game Audio Programming: Principles and Practices
Welcome to Game Audio Programming: Principles and Practices! This book is the first of its kind: an entire book dedicated to the art of game audio programming. There have been plenty of books in this style—contributed works, often called “Gems”—for many different videogame-related subjects, from GPU programming to artificial intelligence to general game programming. But game audio programming has, for many years, been something of a black art practiced by isolated monks. Before starting this book, I only knew of one other audio programmer, although I was certain that others must exist. This book, therefore, is an attempt to spread knowledge of game audio programming so that we can further the art.
I have, more than once, heard game audio programmers described as “unicorns”—mythical beasts that everybody wants, but that don’t seem to actually exist. This is true for two reasons—first, all of the existing audio programmers already have jobs. Second (and related), there aren’t very many new audio programmers. This second point is where this book comes in. If there are no resources for audio programming, how will people learn? Answer: they will figure it out on their own, and go off to practice their dark art in an isolated monastery.
Of course, I am exaggerating for effect, but the truth is that one of the big problems with audio programming is that there are a scant few resources available to learn anything beyond the very basics. This book is the first step in fixing this problem.
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|November 1, 2016|
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