Log In
Or create an account -> 
Imperial Library
  • Home
  • About
  • News
  • Upload
  • Forum
  • Help
  • Login/SignUp

Index
Getting Started with C++ Audio Programming for Game Development
Table of Contents Getting Started with C++ Audio Programming for Game Development Credits About the Author About the Reviewers www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe? Free Access for Packt account holders
Preface
What this book covers What you need for this book Who this book is for Conventions Reader feedback Customer support
Downloading the example code Errata Piracy Questions
1. Audio Concepts
Sound waves Analog and digital audio Multi-channel audio Audio file formats Summary
2. Audio Playback
Understanding FMOD Installing FMOD Ex Programmer's API Creating and managing the audio system Loading and streaming audio files Playing sounds Checking for errors Project 1 – building a simple audio manager
Class definition Initialization and destruction Loading or streaming sounds Playing sounds A note about the code samples
Summary
3. Audio Control
The channel handle Controlling the playback Controlling the volume Controlling the pitch Controlling the panning Grouping channels together Controlling groups of channels Project 2 – improving the audio manager
Class definition Initialization and destruction Loading songs and sound effects Playing and stopping sound effects Playing and stopping songs Controlling the master volume of each category
Summary
4. 3D Audio
Positional audio Positional audio in FMOD
Creating an audio source Setting the audio source's position and velocity Setting the audio source's direction Setting the audio source's range Setting the audio listener's properties Integration with a game
Reverb Reverb in FMOD
Creating a reverb object Setting reverb properties Setting reverb position and radius Setting the default ambient reverb
Obstruction and occlusion
Obstruction and occlusion in FMOD
Effects
Effects in FMOD Example 1 – time stretching Example 2 – simple radio effect
Summary
5. Intelligent Audio
Audio files versus sound events Introducing the FMOD Designer Simple events
Examples of simple events
Avoiding repetitive sound effects Creating a footsteps sound loop Creating a breaking glass sound effect Creating an ambient track of singing birds
Multi-track events
Examples of multi-track events
Creating an interactive footsteps sound loop Simulating the sound of a car engine Creating a complex ambient track of a forest
Interactive music
The vertical approach (re-orchestration) The horizontal approach (re-sequencing)
Calling sound events from the game code Summary
6. Low-level Audio
Representing audio data Playing audio data Loading a sound Playing a sound Pausing a sound Looping a sound Changing volume Changing pitch Changing panning Mixing multiple sounds Implementing a delay effect Synthesizing a sound Summary
Index
  • ← Prev
  • Back
  • Next →
  • ← Prev
  • Back
  • Next →

Chief Librarian: Las Zenow <zenow@riseup.net>
Fork the source code from gitlab
.

This is a mirror of the Tor onion service:
http://kx5thpx2olielkihfyo4jgjqfb7zx7wxr3sd4xzt26ochei4m6f7tayd.onion