000 01593nam a22002897i 4500
005 20250811155133.0
008 250811s2021 enkao||fr|||| 001 0 eng d
020 _a9781032361079
040 _aEG-GaU‬‬
_cEG-GaU‬‬
_dEG-GaU‬‬
_erda
082 0 4 _223
_a006.7
_bs.g.g.
100 1 _aSomberg, Guy,
_eauthor.
_962209
245 1 0 _aGame Audio Programming 4 :
_bPrinciples and Practices /.
_cedited by Guy Somberg
250 _afirst edition.
264 1 _aBoca Raton, FL :
_bCRC Press (Taylor & Francis Group),
_c2023.
300 _a356 pages :
_billustrations ;
_c20 cm.
336 _2rdacontent
_atext
_btxt
337 _2rdamedia
_aunmediated
_bn
338 _2rdacarrier
_avolume
_bnc
504 _aIncludes contributions from industry experts and case tutorials.
505 _aAcknowledgments; Foreword; Contributors; Section I: Game Integration; Section II: Low-Level Topics; Section III: Tools; Index.
520 _aThe fourth volume in a series dedicated to the art, science, and craft of game audio programming. It gathers 17 chapters by top game audio programmers, covering low-level topics such as thread-safe command buffers and pitch detection, as well as high-level aspects like audio object management, music systems, and development tools—with insights from shipped AAA titles.turn0search12turn0search1
650 0 _aGame audio programming
_xmethods & techniques.
_962210
650 0 _aNeuroscience
_xrehabilitation.
_962208
700 1 _aSomberg, Guy,
_eeditor.
_962209
942 _2ddc
_cBK
999 _c11717
_d11717