Free [Getting Started with C++ Audio Programming for Game Development] ✓ David Gouveia
Already using an engine or framework that already has audio functionality included I would recommend this book as a great starting point This is an introductory book for intermediate C developers who want to start in audio programming mainly using FMOD The author starts by presenting some universal audio concepts in the first chapter such using FMOD The author starts by presenting some universal audio concepts in the first chapter such volume pitch freuency bit depth and audio file formats Then he introduces FMOD and explains how to add it to a Visual Studio C project init This is the perfect book to everyone that wants to start using sounds within an application It provides you with very important data in order to understand how to exploit the sound capabilities It is performed step by step and through examples It starts with all the basic data about sound theory ike volume pitch channels etc Then it shows you the data file formats and how to start a first app using sound management playing sounds from a file using FMOD as sound engine In general the book examples are based on C and considers the use of the FMOD sound engine for them The book also explains the FMOD EX API and Design tools and how to exploit them practically in all the possibilities It covers also the use of file in memory or as stream how to oad play and manage the sound how to exploit the channels pitch volume and
panning mono stereo and 3d sound simulation how to simulate an environment with obstruction for the soundsPersonally I selected this book mono stereo and 3d sound simulation how to simulate an environment with obstruction for the soundsPersonally I selected this book I m involved in a personal project that aims to create an application for kids with earning disabilities This book has helped me to understand how to manipulate the sounds in a manner that enables me to adapt the sound of my
app to kids with sensory disorders So this book is not only for game development then I to kids with sensory disorders So this book is not only for game development then I this book very relevant to everyone that has a project that reuires to exploit the sound capabilities within a software application in different waysI strongly recommend this book to every developer experienced or beginner that aims to create software using sound. The final part of the book deals with working with audio at a much Wrathful Chaos: Five Books of Satanic Philosophy lowerevel by manipulating audio data directlyThis book will provide you with a good foundation so that you can successfully implement audio into your games and begin pursuing other advanced topics in audio programming with confidence Approach This book is a standard tutorial targeted at game developers which aims to help them incorporate audio programming techniues to enhance their gameplay experience Who this book is for This book is perfect for C game developers who have no experience with audio programming and who would ike a uick introduction to the most important topics reuired to integrate audio into a gam. .
Overall this book is exactly as the title suggests an introduction Audio For Game Development for game development C It assumes that you are at east familiar with C and jumps into audio It should be noted that this book uses the FMOD audio engineThe first chapter serves as an introduction to the core concepts of audio It s short sufficient and has good visuals to explain each topic We earn of sound waves and their properties volume and pitch Then we moved on to representing a sound wave as either analog or digital and using sampling rate and bit depth when converting from analog to digital to control the uality Last we saw that audio systems can have than one output and various file formatsFor the second and third chapter we get started with FMOD audio playback and audio control First we get an overview of FMOD and how to set up the Programmer s API with a Visual Studio project Once that is setup we are ready to start We earn to create and manage the FMOD audio system how to oad sounds both for streaming and into memory and then how to play them Next we get into checking for errors to make sure everything is running as it should Finally we re ready to create our audio manager class that we can oad and play audio files the author goes into how to ways in which we can control the playback The author then expands on our audio manager class after going over how to control the playback volume pitch panning and channel groupingNext in the fourth chapter the author gets into some advanced features We start off with 3D audio Love 2.0 (A Cates Brothers Book, learning positional audio dealing with different audio soucres coming from specificocations The author then explains how we simulate how the audio interacts with the environment through a techniue called reverberation Naturally most environments aren t empty so we get into how to handle obstruction and occlusion from objects The The Fix last couple of pages in this section go over DSP effectsdigital signal processing giving us two uick samplesIn the fifth chapter we get toearn about FMOD Designe. In Detail Audio plays a fundamental role in video games From music to sound effects or dialogue it helps to reinforce the experience convey the mood and give feedback to the player Presently many games have achieved commercial success by incorporating game sounds that have enhanced the user experience You can achieve this in your games with the help of the FMOD ibrary This book provides you with a practical guide to implementing the FMOD toolkit in your gamesGetting Started with C Audio Programming for Game Developers is a uick and practical introduction to the most important audio programming topics that any game developer is expected to know Whether you need to play only a few .
R and how to use sound events vs audio files ike we have been using We start off earning to create simple events and how to avoid repetitive sound effects The author
GOES OVER A FEW EXAMPLES A over a few examples a sound oop breaking glass sound effect and and an ambient track of singing birds We then move on to multi track events these are a significantly powerful Expanding on our previous examples we make the footstep oop interactive allowing it to be versatile The singing birds turns into a complex forest with different animals that can also change based on the
time of day in your simulation I thought these were some pretty cool of day in your simulation I thought these were some pretty cool useful examples that show off how powerful this tool really isThe fourth and fifth chapters contain code snippets but there is no demo project in the downloadable source code As this book is a getting started guide and these chapters cover advanced topics i m okay with this Unfortunately there is a shortage of books covering audio for games but it would be nice to have these topics covered in detail in a ater bookFinally in the ast chapter we dive deep into the ow The Casa Mono Cookbook level audio Here we work with the bits and bytes of audio data andearn to code much of what FMOD already does for us We will earn to oad a WAV file play and the audio data implement a basic delay effect and synthesize some basic sound waves Although FMOD handles everything we recreate in this chapter its a great earning experience to take a ook at the underpinnings and see how they work and would be implementedAll of the source code compiled cleanly and ran as expected You l have to download FMOD Ex and SFML yourself The author uses Visual Studio 2010 and make sure the project properties are set up Additional Include Directories Lib and Post Build Event to copy the dll s to your output directoryThis book was pretty short and to the point It was easy to read contained good examples and covers exactly what you would expect when reading the title If you re ooking to add some audio to your game and aren Udio files or you intend to design a complex audio simulation this book will help you get started enhancing your game with audio programsGetting Started with C Audio Programming for Game Developers covers a broad range of topics – from Lachlan's Protg (English Edition) loading and playing audio files to simulating sounds within a virtual environment and implementing interactive sounds that react to events in the gameThe book starts off with an explanation of the fundamental audio concepts after which it proceeds to explain how to use the FMOD Exibrary how to implement a 3D audio simulation how to use the FMOD Designer toolkit and how best to work with multi ayered sounds with complex behaviors attached to them.