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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