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Audio Programming for Interactive Games by Martin D. Wilde

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10 Giving control to the audio artist – I got the power!

We have seen how to use the Soundtrack Manager through its programming interface. But this is of limited use to an audio artist who is typically not a programmer. This chapter fulfills our last major objective: that the full power of the sound engine be available to an audio artist to create the game’s soundtrack. A cue-based text interface providing direct control of all the audio engine’s services is presented.

Handing it over

Way back in Chapter 3, our stated goal was to design and build an interactive audio system that allows the audio artist to construct a compelling soundtrack that will adapt and change in response to the player’s actions in real-time and in an appropriate manner ...

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