EUR 65,55
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Da: THE SAINT BOOKSTORE, Southport, Regno Unito
EUR 72,54
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Aggiungi al carrelloPaperback / softback. Condizione: New. New copy - Usually dispatched within 4 working days. 394.
Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 65,54
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Da: Ria Christie Collections, Uxbridge, Regno Unito
EUR 77,37
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EUR 78,13
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Aggiungi al carrelloCondizione: New. pp. 232.
Da: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irlanda
Prima edizione
EUR 85,00
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Aggiungi al carrelloCondizione: New. 2020. 1st Edition. Paperback. . . . . .
EUR 71,63
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Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
EUR 78,71
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Aggiungi al carrelloKartoniert / Broschiert. Condizione: New. Guy Somberg has been programming audio engines for his entire career. From humble beginnings writing a low-level audio mixer for slot machines, he quickly transitioned to writing game audio engines for all manner of games. He has written.
Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 74,70
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EUR 87,11
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Aggiungi al carrelloCondizione: New. pp. 232.
EUR 90,58
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EUR 83,67
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EUR 104,68
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Aggiungi al carrelloCondizione: New. 2020. 1st Edition. Paperback. . . . . . Books ship from the US and Ireland.
EUR 113,66
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Aggiungi al carrelloPaperback. Condizione: New. New. book.
Editore: Taylor & Francis Ltd, London, 2020
ISBN 10: 0367348047 ISBN 13: 9780367348045
Lingua: Inglese
Da: Grand Eagle Retail, Fairfield, OH, U.S.A.
EUR 86,26
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Aggiungi al carrelloPaperback. Condizione: new. Paperback. Welcome to the third volume of Game Audio Programming: Principles and Practicesthe first series of its kind dedicated to the art and science of game audio programming. This volume contains 14 chapters from some of the top game audio programmers and sound designers in the industry. Topics range across game genres (ARPG, RTS, FPS, etc.), and from low-level topics such as DSP to high-level topics like using influence maps for audio.The techniques in this book are targeted at game audio programmers of all abilities, from newbies who are just getting into audio programming to seasoned veterans. All of the principles and practices in this book have been used in real shipping games, so they are all very practical and immediately applicable. There are chapters about split-screen audio, dynamic music improvisation, dynamic mixing, ambiences, DSPs, and more.This book continues the tradition of collecting modern, up-to-date knowledge and wisdom about game audio programming. So, whether youve been a game audio programmer for one year or ten years, or even if youve just been assigned the task and are trying to figure out what its all about, this book is for you!Key Features Cutting-edge advanced game audio programming concepts with examples from real game audio engines Includes both high-level and low-level topics Practical code examples, math, and diagrams that you can apply directly to your game audio engine.Guy Somberg has been programming audio engines for his entire career. From humble beginnings writing a low-level audio mixer for slot machines, he quickly transitioned to writing game audio engines for all manner of games. He has written audio engines that shipped AAA games like Hellgate: London, Bioshock 2, The Sims 4, and Torchlight 3, as well as smaller titles like Minion Master, Tales from the Borderlands, and Game of Thrones. Guy has also given several talks at the Game Developer Conference, the Audio Developer Conference, and CppCon. When hes not programming or writing game audio programming books, he can be found at home reading, playing video games, and playing the flute. One of the goals of this book is to raise the general level of game audio programming expertise, so it is written in a manner that is accessible to beginners, while still providing valuable content for more advanced game audio programmers. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Editore: Taylor & Francis Ltd, London, 2020
ISBN 10: 0367348047 ISBN 13: 9780367348045
Lingua: Inglese
Da: AussieBookSeller, Truganina, VIC, Australia
EUR 126,54
Convertire valutaQuantità: 1 disponibili
Aggiungi al carrelloPaperback. Condizione: new. Paperback. Welcome to the third volume of Game Audio Programming: Principles and Practicesthe first series of its kind dedicated to the art and science of game audio programming. This volume contains 14 chapters from some of the top game audio programmers and sound designers in the industry. Topics range across game genres (ARPG, RTS, FPS, etc.), and from low-level topics such as DSP to high-level topics like using influence maps for audio.The techniques in this book are targeted at game audio programmers of all abilities, from newbies who are just getting into audio programming to seasoned veterans. All of the principles and practices in this book have been used in real shipping games, so they are all very practical and immediately applicable. There are chapters about split-screen audio, dynamic music improvisation, dynamic mixing, ambiences, DSPs, and more.This book continues the tradition of collecting modern, up-to-date knowledge and wisdom about game audio programming. So, whether youve been a game audio programmer for one year or ten years, or even if youve just been assigned the task and are trying to figure out what its all about, this book is for you!Key Features Cutting-edge advanced game audio programming concepts with examples from real game audio engines Includes both high-level and low-level topics Practical code examples, math, and diagrams that you can apply directly to your game audio engine.Guy Somberg has been programming audio engines for his entire career. From humble beginnings writing a low-level audio mixer for slot machines, he quickly transitioned to writing game audio engines for all manner of games. He has written audio engines that shipped AAA games like Hellgate: London, Bioshock 2, The Sims 4, and Torchlight 3, as well as smaller titles like Minion Master, Tales from the Borderlands, and Game of Thrones. Guy has also given several talks at the Game Developer Conference, the Audio Developer Conference, and CppCon. When hes not programming or writing game audio programming books, he can be found at home reading, playing video games, and playing the flute. One of the goals of this book is to raise the general level of game audio programming expertise, so it is written in a manner that is accessible to beginners, while still providing valuable content for more advanced game audio programmers. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Editore: Taylor & Francis Ltd Sep 2020, 2020
ISBN 10: 0367348047 ISBN 13: 9780367348045
Lingua: Inglese
Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germania
EUR 70,70
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Welcome to the third volume of Game Audio Programming: Principles and Practices-the first series of its kind dedicated to the art and science of game audio programming. This volume contains 14 chapters from some of the top game audio programmers and sound designers in the industry. Topics range across game genres (ARPG, RTS, FPS, etc.), and from low-level topics such as DSP to high-level topics like using influence maps for audio.The techniques in this book are targeted at game audio programmers of all abilities, from newbies who are just getting into audio programming to seasoned veterans. All of the principles and practices in this book have been used in real shipping games, so they are all very practical and immediately applicable. There are chapters about split-screen audio, dynamic music improvisation, dynamic mixing, ambiences, DSPs, and more.This book continues the tradition of collecting modern, up-to-date knowledge and wisdom about game audio programming. So, whether you've been a game audio programmer for one year or ten years, or even if you've just been assigned the task and are trying to figure out what it's all about, this book is for you!Key FeaturesCutting-edge advanced game audio programming concepts with examples from real game audio engines Includes both high-level and low-level topicsPractical code examples, math, and diagrams that you can apply directly to your game audio engine.Guy Somberg has been programming audio engines for his entire career. From humble beginnings writing a low-level audio mixer for slot machines, he quickly transitioned to writing game audio engines for all manner of games. He has written audio engines that shipped AAA games like Hellgate: London, Bioshock 2, The Sims 4, and Torchlight 3, as well as smaller titles like Minion Master, Tales from the Borderlands, and Game of Thrones. Guy has also given several talks at the Game Developer Conference, the Audio Developer Conference, and CppCon. When he's not programming or writing game audio programming books, he can be found at home reading, playing video games, and playing the flute. 258 pp. Englisch.
Da: Revaluation Books, Exeter, Regno Unito
EUR 81,28
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Aggiungi al carrelloPaperback. Condizione: Brand New. 232 pages. 9.00x6.00x0.75 inches. In Stock. This item is printed on demand.
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 78,68
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Welcome to the third volume of Game Audio Programming: Principles and Practices-the first series of its kind dedicated to the art and science of game audio programming. This volume contains 14 chapters from some of the top game audio programmers and sound designers in the industry. Topics range across game genres (ARPG, RTS, FPS, etc.), and from low-level topics such as DSP to high-level topics like using influence maps for audio.The techniques in this book are targeted at game audio programmers of all abilities, from newbies who are just getting into audio programming to seasoned veterans. All of the principles and practices in this book have been used in real shipping games, so they are all very practical and immediately applicable. There are chapters about split-screen audio, dynamic music improvisation, dynamic mixing, ambiences, DSPs, and more.This book continues the tradition of collecting modern, up-to-date knowledge and wisdom about game audio programming. So, whether you've been a game audio programmer for one year or ten years, or even if you've just been assigned the task and are trying to figure out what it's all about, this book is for you!Key FeaturesCutting-edge advanced game audio programming concepts with examples from real game audio engines Includes both high-level and low-level topicsPractical code examples, math, and diagrams that you can apply directly to your game audio engine.Guy Somberg has been programming audio engines for his entire career. From humble beginnings writing a low-level audio mixer for slot machines, he quickly transitioned to writing game audio engines for all manner of games. He has written audio engines that shipped AAA games like Hellgate: London, Bioshock 2, The Sims 4, and Torchlight 3, as well as smaller titles like Minion Master, Tales from the Borderlands, and Game of Thrones. Guy has also given several talks at the Game Developer Conference, the Audio Developer Conference, and CppCon. When he's not programming or writing game audio programming books, he can be found at home reading, playing video games, and playing the flute.