LEADER 00000cam a2200517 a 4500 001 859144377 003 OCoLC 005 20240129213017.0 006 m o d 007 cr unu|||||||| 008 130930s2004 enka o 001 0 eng d 020 0240519418 020 9780240519418 029 1 AU@|b000052162498 029 1 DEBBG|bBV041432734 029 1 DEBSZ|b398286612 029 1 GBVCP|b785372784 035 (OCoLC)859144377 037 CL0500000301|bSafari Books Online 040 UMI|beng|epn|cUMI|dDEBSZ|dOCLCQ|dOCLCF|dOCLCQ|dCEF|dUAB |dINARC|dTOH|dOCLCO|dOCLCQ|dOCL|dOCLCO|dOCLCQ 049 INap 082 04 006.5 082 04 006.5|qOCoLC|222/eng/20230216 099 eBook O’Reilly for Public Libraries 100 1 Wilde, Martin D. 245 10 Audio programming for interactive games /|cMartin D. Wilde.|h[O'Reilly electronic resource] 260 Oxford :|bFocal Press,|c2004. 300 1 online resource (1 volume) :|billustrations 336 text|btxt|2rdacontent 337 computer|bc|2rdamedia 338 online resource|bcr|2rdacarrier 520 Martin Wilde's cutting-edge exploration of the creative potential of game audio systems addresses the latest working methods of those involved in creating and programming immersive, interactive and non-linear audio for games. The book demonstrates how the game programmer can create an software system which enables the audio content provider (composer/sound designer) to maintain direct control over the composition and presentation of an interactive game soundtrack. This system (which is platform independent) is described step-by-step in Wilde's approachable style with illuminating case studies, all source codes for which are provided on the accompanying CD -Rom which readers can use to develop their own audio engines. As a programmer with experience of developing sound and music software engines for computer game titles on a multitude of platforms who is also an experienced musician, Martin Wilde is uniquely placed to address individuals approaching game audio from various levels and areas of expertise. Game audio programmers will learn how to achieve enable even better audio soundtracks and effects, while musicians who want to capitalise on this shift in roles will gain a greater appreciation of the technical issues involved, so enhancing their employment prospects. Students of game design can practice these skills by building their own game audio engines based on the source code provided. 588 0 Print version record. 590 O'Reilly|bO'Reilly Online Learning: Academic/Public Library Edition 650 0 Computer sound processing. 650 0 Computer game music. 650 0 Video games|xProgramming. 650 6 Son|xTraitement par ordinateur. 650 6 Jeux, Musique de. 650 6 Jeux vidéo|xProgrammation. 650 7 Computer game music|2fast 650 7 Video games|xProgramming|2fast 650 7 Computer sound processing|2fast 776 08 |iPrint version:|aWilde, Martin D.|tAudio programming for interactive games.|dOxford : Focal, 2004|z0240519418 |w(OCoLC)60739230 856 40 |uhttps://ezproxy.naperville-lib.org/login?url=https:// learning.oreilly.com/library/view/~/9780240519418/?ar |zAvailalbe on O'Reilly for Public Libraries 938 Internet Archive|bINAR|naudioprogramming0000wild 994 92|bJFN