Game Audio Programming 2 H 388 p. 18
目次
Chapter 1: Lifecycle of Game Audio Chapter 2: A Rare Breed: The Audio Programmer Section 1: Low-Level Topics Chapter 3: Multithreading for Game Audio Chapter 4: Designing a Channel-Agnostic Audio Engine Chapter 5: Audio Resampling Chapter 6: Introduction to DSP Prototyping Chapter 7: Practical Applications of Simple Filters Section 2: Middleware Chapter 8: Advanced FMOD Studio Techniques Chapter 9: Understanding Wwise Virtual Voices Section 3: Game Integration Chapter 10: Distance-Delayed Sounds Chapter 11: Designs for Ambiences in Open-World Games Chapter 12: Approximate Position of Ambient Sounds of Multiple Sources Chapter 13: Techniques for Improving Data-Drivability of Gameplay Audio Code Chapter 14: Data-Driven Sound Limitation System Chapter 15: Realtime Audio Mixing Chapter 16: Using Orientation to Add Emphasis to a Mix Chapter 17: Obstruction, Occlusion, and Propagation Chapter 18: Practical Approaches to Virtual Acoustics Chapter 19: Implementing Volume Sliders Section 4: Music Chapter 20: Note-Based Music Systems Chapter 21: Synchronizing Action-Based Gameplay to Music
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