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Da: GreatBookPricesUK, Woodford Green, Regno Unito
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Aggiungi al carrelloCondizione: New. pp. 232.
Lingua: Inglese
Editore: Taylor and Francis Ltd, GB, 2020
ISBN 10: 0367348047 ISBN 13: 9780367348045
Da: Rarewaves.com USA, London, LONDO, Regno Unito
EUR 86,57
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Aggiungi al carrelloPaperback. Condizione: New. 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 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 he's not programming or writing game audio programming books, he can be found at home reading, playing video games, and playing the flute.
EUR 73,11
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Aggiungi al carrelloPaperback. Condizione: New.
Da: Ria Christie Collections, Uxbridge, Regno Unito
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Da: THE SAINT BOOKSTORE, Southport, Regno Unito
EUR 75,99
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Aggiungi al carrelloPaperback / softback. Condizione: New. New copy - Usually dispatched within 4 working days.
Condizione: New. pp. 232.
Da: GreatBookPricesUK, Woodford Green, Regno Unito
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Da: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irlanda
Prima edizione
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Aggiungi al carrelloCondizione: New. pp. 232.
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Aggiungi al carrelloPaperback. Condizione: Brand New. 232 pages. 9.00x6.00x0.75 inches. In Stock.
EUR 82,50
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Aggiungi al carrelloCondizione: 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.
EUR 110,59
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Aggiungi al carrelloPaperback. Condizione: New. New. book.
EUR 71,95
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. Game Audio Programming 3 | Principles and Practices | Guy Somberg | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2020 | CRC Press | EAN 9780367348045 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu.
Lingua: Inglese
Editore: Taylor and Francis Ltd, GB, 2020
ISBN 10: 0367348047 ISBN 13: 9780367348045
Da: Rarewaves.com UK, London, Regno Unito
EUR 80,30
Quantità: 1 disponibili
Aggiungi al carrelloPaperback. Condizione: New. 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 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 he's not programming or writing game audio programming books, he can be found at home reading, playing video games, and playing the flute.
Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germania
EUR 73,40
Quantità: 2 disponibili
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. 282 pp. Englisch.
Da: Revaluation Books, Exeter, Regno Unito
EUR 89,75
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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 82,50
Quantità: 2 disponibili
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.