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Audio for Games: Planning, Process, and Production
book

Audio for Games: Planning, Process, and Production

by Alexander Brandon
October 2004
Intermediate to advanced
240 pages
5h 28m
English
New Riders
Content preview from Audio for Games: Planning, Process, and Production

Chapter 3. Technology

Technology is what will drive your creation, and as such it must be defined early in the development process. An important thing to consider out of the gate is what kind of sound engine will be used—middleware or a proprietary system. Let's assess each of these terms before we proceed.

A sound engine is all the code in a game that has to do with playing sound. It includes the low-level code that links the higher-level functions with the hardware (a PC or console). It also includes the middle-level code that drives basic playback functionality—such as what sounds are driven to what speakers, and what sounds take priority in playback based on the restrictions of the low-level code and hardware. It also includes high-level ...

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Publisher Resources

ISBN: 0735714134Purchase book