Audio Programming for Interactive Games: The Computer Music by Martin D. Wilde
By Martin D. Wilde
Martin Wilde's state-of-the-art exploration of the inventive capability of video game audio structures addresses the most recent operating tools of these considering developing and programming immersive, interactive and non-linear audio for video games. The ebook demonstrates how the sport programmer can create an software program approach which allows the audio content material supplier (composer/sound clothier) to keep up direct keep watch over over the composition and presentation of an interactive online game soundtrack. the program (which is platform self sufficient) is defined step by step in Wilde's approachable variety with illuminating case reports, all resource codes for that are supplied at the accompanying CD-Rom which readers can use to boost their very own audio engines.
As a programmer with adventure of constructing sound and song software program engines for machine online game titles on a large number of systems who's additionally an skilled musician, Martin Wilde is uniquely put to handle contributors drawing close video game audio from a number of degrees and components of workmanship. video game audio programmers will methods to in achieving allow even higher audio soundtracks and results, whereas musicians who are looking to capitalise in this shift in roles will achieve a better appreciation of the technical matters concerned, so bettering their employment customers. scholars of video game layout can perform those talents via construction their very own video game audio engines in keeping with the resource code supplied.
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Extra info for Audio Programming for Interactive Games: The Computer Music of Games
C), we can track the current number of allocations, their associated pointers and total size by defining the symbol __SLIB_ MEMORYLEAK_DEBUG__. If the symbol is not defined, that debugging overhead goes away. c), we set up two MASTERVOLUME structures, MusicMasterVolumePtr and SFXMasterVolumePtr. These allow us to save and control the volume, pan and fade of all our music and sound effects as a whole with one global structure. Having this one structure means Audio Programming for Interactive Games thread 2, those operations must be completed before thread 2 can execute.
The root Code folder contains three separate subfolders: Apps, Libs and Sound. The Apps folder contains the code for two very important applications known as MIDI2NMD and SNDEVENT. MIDI2NMD is covered in great detail in Chapter 6, and is a utility to transform a Standard MIDI file into a new form that allows for efficient mid-file startup, seeking, looping and branching capabilities. SNDEVENT, described in Chapter 10, is an application used by audio artists to compile English-language text scripts that give them full control over Soundtrack Manager operations without having to be a programmer.
C, after we’ve successfully initialized all of our desired resources, we call InitPlatform WILDE-ch03 2/12/04 11:01 PM Page 25 Introduction to interactive game audio 25 I’d like to speak to the manager While we’re here, let’s take a closer look at what our periodic SoundManager routine actually does. First, we increment the SMSTATUS frame counter. This is simply a count of how many times our interrupt has fired since the library was initialized. We next update all of our defined devices, update the volumes for all playing resources, and call each of our update routines through the procedure list we set up during initialization.