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Audio Programming for Interactive Games: The Computer Music of Games
 
 

Audio Programming for Interactive Games: The Computer Music of Games [ペーパーバック]

Martin D. Wilde


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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.

* Learn from an expert: the author brings a unique perspective to this subject from his experience as both a programmer and a musician
* Develop your own game audio engines: the book and accompanying CD-ROM provide easy-to-follow instructions and coding which you can apply to your own game and multi-media projects
* Keep up with the latest working practices in this rapidly evolving industry with this essential guide for both game audio programmers and audio artists

著者について

Martin Wilde has designed, developed and shipped sound and music software engines for computer game titles on a multitude of platforms for both hardware manufacturers and software developers in the US and internationally. He holds two United States patents, a Masters degree in Computer Studies in Music from Northwestern University, and is the chairman of the Audio Engineering Society (AES) Technical Committee on Audio for Games. Martin is also an active member of the Interactive Audio Special Interest Group (IASIG) and regularly publishes articles on game audio, most recently in the AES Journal and on the Sonify.org website. Over the years, he has made numerous presentations to the AES, the Game Developers Conference, the Interactive Multimedia Association, and the International Computer Music Association. Martin is currently a member of Motorola, Inc.'s Multi-Media Engine software development group in their Personal Communications Sector.


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Amazon.com:  2件のカスタマーレビュー
7 人中、5人の方が、「このレビューが参考になった」と投票しています。
No Mention that you need Windows to use the code. 2005/4/7
By B. Weinbeck - (Amazon.com)
形式:ペーパーバック
I was impressed and excited with this book until I got to Chapter 3, where I discovered that I needed a Windows machine in order to build the "multi-platform", Soundtrack Manager. There was no mention on the cover, that in order to run the code on the accompanied CD, you need Windows.

I'm a composer/sound designer, and I happen to use a Macintosh like many other musicians, producers etc.

There is still useful information, but I was very disappointed that I couldn't build the Soundtrack Manager which the book is pretty much all about.

I'm sure it's a great book for Windows users.
3 人中、1人の方が、「このレビューが参考になった」と投票しています。
Good book, need experience programming in C++ 2007/2/5
By A. Amendolare - (Amazon.com)
形式:ペーパーバック
I've been looking for a book that would walk me through the process of creating a sound engine and this book does that but you need to know C or C++. For some reason it's not directly mentioned that you need programming experience in the editorial review or book description.
I don't think this is any fault of the author since it's assumed that if you are programming games you're probably using C or C++ already.

I'm a beginner programmer and I was looking for a book that would show a beginner how to make a sound engine. If you already know C or C++ than this would probably be a great book for you since it seems to be the only book ( at least what I could find) that shows you exactly how to create a sound engine, step by step.

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