01703nam 2200349 n 450 99638598110331620200824121230.0(CKB)4940000000071933(EEBO)2248517087(UnM)99845275_10165e(UnM)99845275_10165(EXLCZ)99494000000007193319910923d1589 uy |engurbn||||a|bb|A true coppie of a discourse written by a gentleman, employed in the late voyage of Spaine and Portingale[electronic resource] sent to his particular friend, and by him published, for the better satisfaction of all such, as hauing been seduced by particular report, haue entred into conceipts tending to the discredit of the enterprise, and actors of the sameAt London Printed [by Thomas Orwin] for Thomas VVoodcock dwelling in Paules Churchyard, at the signe of the blacke Beare1589[4], 58, [2] pAttributed to Anthony Wingfield.Printer's name from STC.The last leaf is blank.Leaf E2 is a cancel with added text; catchword, E2r, "nio". Variant: with cancellandum E2; catchword, E2r, "sessing".Reproductions of the originals in the Henry E. Huntington Library and Art Gallery.eebo-0113Lisbon Expedition, 1589Early works to 1800Lisbon Expedition, 1589Wingfield AnthonyCaptain.1002580Cu-RivESBOOK996385981103316A true coppie of a discourse written by a gentleman, employed in the late voyage of Spaine and Portingale2301110UNISA03503oam 2200589I 450 991013614360332120240501142456.09781315368696ebook1315368692ebook9781315351650131535165X9781498746748149874674810.1201/9781315368696(CKB)3710000000912405(MiAaPQ)EBC4717687(OCoLC)960976763(OCoLC)1385503679(UkLoBP)BP9781315368696BVA(EXLCZ)99371000000091240520180331h20172017 uy 0engurcn#---uuuuurdacontentrdamediardacarrierGame audio programming principles and practices /edited by Guy Somberg1st ed.Boca Raton :CRC Press,2016.London :Bloomsbury Publishing (UK),2023.1 online resource (335 pages) illustrations9781498746731 149874673X Includes bibliographical references and index.Section I. Fundamentals -- Section II. Middleware -- Section III. Sound designer perspectives -- Section IV. Advanced topics. "Welcome to Game Audio Programming: Principles and Practices! This book is the first of its kind: an entire book dedicated to the art of game audio programming. With over fifteen chapters written by some of the top game audio programmers and sound designers in the industry this book contains more knowledge and wisdom about game audio programming than any other volume in history. One of the goals of this book is to raise the general level of game audio programming expertise so it is written in a manner that is accessible to beginners while still providing valuable content for more advanced game audio programmers. Each chapter contains techniques that the authors have used in shipping games with plenty of code examples and diagrams. There are chapters on the fundamentals of audio representation and perception; advanced usage of several different audio middleware platforms (Audiokinetic Wwise CRI ADX2 and FMOD Studio); advanced topics including Open Sound Control Vector-Based Amplitude Panning and Dynamic Game Data; and more! Whether you're an audio programmer looking for new techniques an up-and-coming game developer looking for an area to focus on or just the one who got saddled with the audio code this book has something for you. Cutting-edge advanced game audio programming concepts with examples from real games and audio engines Includes perspectives of both audio programmers and sound designers on working and communicating together. Coverage not just on game audio engine design but also on implementing audio tools and working with sound designers providing a comprehensive perspective on being an audio programmer"Computer gamesDesignComputer gamesProgrammingVideo gamesDesignGames development and programmingComputer gamesDesignComputer gamesProgrammingVideo gamesDesignGames development and programming794.8/1525Somberg Guyauthor,1799853UkLoBPUkLoBPBOOK9910136143603321Game audio programming4344271UNINA