Movie review score
5
Publisher: |
Packtpub
|
Authors: | David Gouveia |
ISBN: | 9781849699099 |
Pages: | 116 |
Language: | English |
File size: | 3 MB |
File format: | PDF & EPUB |
Description
- Add audio to your game using FMOD and wrap it in your own code
- Understand the core concepts of audio programming and work with audio at different levels of abstraction
- Work with a technology that is widely considered to be the industry standard in audio middlewar
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
- Class definition
- Initialization and destruction
- Loading or streaming sounds
- Playing sounds
- A note about the code samples
- 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
- 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
Chapter 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
Chapter 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
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
Download
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