Getting Started with C++ Audio Programming for Game Development

Written specifically to help C++ developers add audio to their games from scratch, this book gives a clear introduction to the concepts and practical application of audio programming using the FMOD library and toolkit.
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Getting Started with C++ Audio Programming for Game Development

David Gouveia

1 customer reviews
Written specifically to help C++ developers add audio to their games from scratch, this book gives a clear introduction to the concepts and practical application of audio programming using the FMOD library and toolkit.
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Book Details

ISBN 139781849699099
Paperback116 pages

Book Description

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 library. This book provides you with a practical guide to implementing the FMOD toolkit in your games.

Getting Started with C++ Audio Programming for Game Developers is a quick 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 audio files or you intend to design a complex audio simulation, this book will help you get started enhancing your game with audio programs.

Getting Started with C++ Audio Programming for Game Developers covers a broad range of topics – from loading and playing audio files to simulating sounds within a virtual environment and implementing interactive sounds that react to events in the game.

The book starts off with an explanation of the fundamental audio concepts, after which it proceeds to explain how to use the FMOD Ex library, how to implement a 3D audio simulation, how to use the FMOD Designer toolkit, and how best to work with multi-layered sounds with complex behaviors attached to them. The final part of the book deals with working with audio at a much lower level by manipulating audio data directly.

This 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.

Table of Contents

Chapter 1: Audio Concepts
Sound waves
Analog and digital audio
Multi-channel audio
Audio file formats
Summary
Chapter 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
Summary
Chapter 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
Summary
Chapter 4: 3D Audio
Positional audio
Positional audio in FMOD
Reverb
Reverb in FMOD
Obstruction and occlusion
Effects
Summary
Chapter 5: Intelligent Audio
Audio files versus sound events
Introducing the FMOD Designer
Simple events
Multi-track events
Interactive music
Calling sound events from the game code
Summary
Chapter 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

What You Will Learn

  • Design complex generative /interactive sounds
  • Simulate an environment with 3D audio and effects
  • Load and play audio files in several formats
  • Control audio playback and many sound parameters
  • Adapt an audio API to fit the needs of a game

Authors

Table of Contents

Chapter 1: Audio Concepts
Sound waves
Analog and digital audio
Multi-channel audio
Audio file formats
Summary
Chapter 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
Summary
Chapter 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
Summary
Chapter 4: 3D Audio
Positional audio
Positional audio in FMOD
Reverb
Reverb in FMOD
Obstruction and occlusion
Effects
Summary
Chapter 5: Intelligent Audio
Audio files versus sound events
Introducing the FMOD Designer
Simple events
Multi-track events
Interactive music
Calling sound events from the game code
Summary
Chapter 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

Book Details

ISBN 139781849699099
Paperback116 pages
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