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Gouveia - Getting started with C++ audio programming for game development a hands-on guide to audio programming in game development with the FMOD audio library and toolkit

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Gouveia Getting started with C++ audio programming for game development a hands-on guide to audio programming in game development with the FMOD audio library and toolkit
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Getting Started with C++ Audio Programming for Game Development

Getting Started with C++ Audio Programming for Game Development

Copyright 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: August, 2013

Production Reference: 1190813

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-909-9

www.packtpub.com

Cover Image by Suresh Mogre (<>)

Credits

Author

David Gouveia

Reviewers

Tomas Pettersson

Daniel Varela

Acquisition Editor

Edward Gordon

Commissioning Editor

Shreerang Deshpande

Technical Editors

Larissa Pinto

Nitee Shetty

Project Coordinator

Suraj Bist

Proofreader

Lesley Harrison

Indexer

Tejal Soni

Graphics

Abhinash Sahu

Production Coordinator

Melwyn D'sa

Cover Work

Melwyn D'sa

About the Author

David Gouveia is a Software Engineer and Game Developer from Portugal, Madeira Island. He recently finished his MSc in Computer Science, with a specialization in graphics and multimedia, and is currently working full-time as a game programmer for a local company. He runs an educational blog about game development and enjoys sharing his knowledge with the community whenever possible. His main interests in game development are graphics and audio programming. He also has a strong interest in music and synthesizers, having played the keyboard most of his life.

About the Reviewers

Tomas Pettersson is a creator of the freeware audio tools SFXR and Musagi.

Daniel Varela was born in Trebujena, Spain, in 1980. His strong passion for music and technology led him to obtain a Bachelor's degree in Sound and Image Engineering from the University of Mlaga, Spain, in 2004.

From very early on in his education, he focused on digital audio signal processing, designing and developing software simulations for audio signals quantification noise modeling, experimental reverb effects, and culminating in an application for the digital audio editing as his final project of studies.

After graduating, he worked for six years in the software consultancy area as an Applications Programmer and Analyst. During this stage, he improved his Object Oriented Programming skills and working methodology, but however, he felt like something was missing.

In 2010, he joined TheGameKitchen, a just born indie videogames development company, as a Generalist Programmer. During this period, he made familiar game engines, such as XNA or Unity3D and developed some audio application prototypes, such as a MOD tracker player for XNA or a scratching application for Windows Phone.

In 2011, he started working at BlitzGamesStudios in the UK as Audio Programmer, developing a successful career in the area of audio programming for videogames. He is responsible for maintaining and improving an existing cross platform end to end audio pipeline, as well as working with third party audio middleware such as FMOD and Wwise.

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Preface

Audio is certainly one of the most powerful tools at our disposal when it comes to making the players feel something from a video game. Audio can serve many different purposes in video games, such as giving feedback with sound effects, increasing immersion with ambient tracks, telling stories with recorded speech, or conveying all kinds of emotions through background music.

Video games have been making use of sound since their earliest days. For instance, the 1972 classic, Pong, used a beep sound effect to provide feedback whenever the ball collided with something, with different pitches used to distinguish between collisions with the walls, collisions with the paddles, or the ball leaving the game court.

Space Invaders, on the other hand, made a very clever use of its rudimentary background music by progressively increasing the speed of the song as the danger of the alien invasion drew closer, thus enhancing the feelings of tension within the player. Studies have shown that gamers that played the game without sound did not feel the same sense of urgency, and their heart rates did not rise like the ones that played the game with the sound turned on.

Since those days, there have been many advances in technology, which allowed audio in games to evolve considerably. Most games began using recorded audio instead of crude synthesized tones, and new techniques such as 3D audio now allow the players to feel like the sound is coming from all around them and interacting with the game environment.

Music has also played a very important role in video games. The popular Final Fantasy games owe a great portion of their emotional impact to the sweeping, cinematic soundtracks composed by Nobuo Uematsu. The most memorable scenes in the series would have not been the same without the music that accompanied them.

Many developers and composers have also looked into ways of making the music react to the game play. For example, starting with Monkey Island 2, LeChuck's Revenge , every graphic adventure game that LucasArts created uses a custom interactive music system called iMUSE, which among other features, allows seamless musical transitions between themes as the player moves from one room to another.

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