Nothing Special   »   [go: up one dir, main page]

Gouveia, 2013 - Google Patents

Getting started with C++ audio programming for game development

Gouveia, 2013

View PDF
Document ID
16314890006703409919
Author
Gouveia D
Publication year

External Links

Snippet

This book is a standard tutorial targeted at game developers which aims to help them incorporate audio programming techniques to enhance their gameplay experience. This book is perfect for C++ game developers who have no experience with audio programming …
Continue reading at hobby.esselfe.ca (PDF) (other versions)

Classifications

    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC MUSICAL INSTRUMENTS
    • G10H1/00Details of electrophonic musical instruments
    • G10H1/0033Recording/reproducing or transmission of music for electrophonic musical instruments
    • G10H1/0041Recording/reproducing or transmission of music for electrophonic musical instruments in coded form
    • G10H1/0058Transmission between separate instruments or between individual components of a musical system
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC MUSICAL INSTRUMENTS
    • G10H1/00Details of electrophonic musical instruments
    • G10H1/0008Associated control or indicating means
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC MUSICAL INSTRUMENTS
    • G10H2210/00Aspects or methods of musical processing having intrinsic musical character, i.e. involving musical theory or musical parameters or relying on musical knowledge, as applied in electrophonic musical tools or instruments
    • G10H2210/155Musical effects
    • G10H2210/265Acoustic effect simulation, i.e. volume, spatial, resonance or reverberation effects added to a musical sound, usually by appropriate filtering or delays
    • G10H2210/295Spatial effects, musical uses of multiple audio channels, e.g. stereo
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC MUSICAL INSTRUMENTS
    • G10H2210/00Aspects or methods of musical processing having intrinsic musical character, i.e. involving musical theory or musical parameters or relying on musical knowledge, as applied in electrophonic musical tools or instruments
    • G10H2210/031Musical analysis, i.e. isolation, extraction or identification of musical elements or musical parameters from a raw acoustic signal or from an encoded audio signal
    • GPHYSICS
    • G11INFORMATION STORAGE
    • G11BINFORMATION STORAGE BASED ON RELATIVE MOVEMENT BETWEEN RECORD CARRIER AND TRANSDUCER
    • G11B27/00Editing; Indexing; Addressing; Timing or synchronising; Monitoring; Measuring tape travel
    • G11B27/10Indexing; Addressing; Timing or synchronising; Measuring tape travel
    • G11B27/102Programmed access in sequence to addressed parts of tracks of operating record carriers
    • G11B27/105Programmed access in sequence to addressed parts of tracks of operating record carriers of operating discs
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC MUSICAL INSTRUMENTS
    • G10H2240/00Data organisation or data communication aspects, specifically adapted for electrophonic musical tools or instruments
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC MUSICAL INSTRUMENTS
    • G10H2250/00Aspects of algorithms or signal processing methods without intrinsic musical character, yet specifically adapted for or used in electrophonic musical processing
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC MUSICAL INSTRUMENTS
    • G10H7/00Instruments in which the tones are synthesised from a data store, e.g. computer organs

Similar Documents

Publication Publication Date Title
Dean Hyperimprovisation: computer-interactive sound improvisation
Smus Web audio API: advanced sound for games and interactive apps
Brett The Creative Electronic Music Producer
Lanham Game Audio Development with Unity 5. X
Hopkins Video Game Audio: A History, 1972-2020
Gouveia Getting started with C++ audio programming for game development
Goodwin Beep to boom: the development of advanced runtime sound systems for games and extended reality
Young Adaptive game music: the evolution and future of dynamic music systems in video games
Mitchusson Indeterminate Sample Sequencing in Virtual Reality
Holmes Defining voice design in video games
Hillerson Programming Sound with Pure Data: Make Your Apps Come Alive with Dynamic Audio
Anil Modern Workflows for Procedural Audio at the Intersection of Gaming and Music Performance in Virtual Reality
Plans Composer in Your Pocket: Procedural Music in Mobile Devices
Opie Creation of a real-time granular synthesis instrument for live performance
Bell Interrogating the live: a DJ perspective
Quintas Procedural Audio Generation Applied to Digital Games
Sousa Jack-in-the-Mug: An interface to assist in the production of Foley sound effects
Heinrichs Human expressivity in the control and integration of computationally generated audio
del Toro Using Procedural Audio to Control an Algorithmic Composition that is Controlled by a Computer Game
Tomczak On the development of an interface framework in chipmusic: theoretical context, case studies and creative outcomes
Clark Gameplay as Discrete Form: Leveraging Procedural Audio for Greater Adaptability in Video Game Music
Tähtinen Use of procedural audio in Unity
Oprisan Procedural audio in mobile video games: using Unreal Engine’s MetaSounds to bring convincing soundscapes on mobile phones
Somberg et al. Game Audio Programming
Wolinski Decomposition Theory: A Practice-Based Study of Popular Music Composition Strategies