Home    General Programming    Artificial Intelligence    Math    Physics    Graphics    Networking    Audio Programming    
Audio/Visual Design    Game Design    Production    Business of Games    Game Studies    Conferences    Schools    Contact   
Synthesis
Filtering
Lip Syncing / Voice
Compression
3D and Obstructions
Architecture
All Articles
Game Programming Gems
Game Programming Gems 2
Game Programming Gems 3
Game Programming Gems 4
Game Programming Gems 5
Game Programming Gems 6
Game Programming Gems 7
AI Game Programming Wisdom
AI Game Programming Wisdom 2
AI Game Programming Wisdom 3
AI Game Programming Wisdom 4
GPU Gems
GPU Gems 2
GPU Gems 3
ShaderX
ShaderX2
ShaderX3
ShaderX4
ShaderX5
Massively Multiplayer Game Development
Massively Multiplayer Game Development 2
Secrets of the Game Business
Introduction to Game Development
GDC Proceedings
Game Developer Magazine
Gamasutra


Audio Programming: All Articles


Real-Time Sound Generation from Deformable Meshes

Marq Singer (Red Storm Entertainment)
Game Programming Gems 6, 2006.

A Lightweight Generator for Real-Time Sound Effects

Frank Luchs (Visiomedia)
Game Programming Gems 6, 2006.

Real-Time Mixing Busses

James Boer (ArenaNet)
Game Programming Gems 6, 2006.

Potentially Audible Sets

Dominic Filion
Game Programming Gems 6, 2006.

A Cheap Doppler Effect

Julien Hamaide (Elsewhere Entertainment)
Game Programming Gems 6, 2006.

Faking Real-Time DSP Effects

Robert Sparks (Radical Entertainment)
Game Programming Gems 6, 2006.

Multithreaded Audio Programming Techniques

James Boer (Amaze Entertainment)
Game Programming Gems 5, 2005.

Sound Management by Group

Matthew Harmen (eV Interactive Corporation)
Game Programming Gems 5, 2005.

Using 3D Surfaces as Audio Emitters

Sami Hamlaoui
Game Programming Gems 5, 2005.

Fast Environmental Reverb Based on Feedback Delay Networks

Christian Schuler (Phenomic Game Development)
Game Programming Gems 5, 2005.

Introduction to Single-Speaker Speech Recognition

Julien Hamaide
Game Programming Gems 5, 2005.

A Brief Introduction to OpenAL

Joe Valenzuela (Treyarch)
Game Programming Gems 4, 2004.

A Simple Real-Time Lip-Synching System

Jake Simpson (Maxis)
Game Programming Gems 4, 2004.

Dynamic Variables and Audio Programming

James Boer (Amaze Entertainment)
Game Programming Gems 4, 2004.

Creating an Audio Scripting System

Borut Pfeifer (Radical Entertainment)
Game Programming Gems 4, 2004.

Implementing an Environmental Audio Solution Using EAX and ZoomFX

Scott Velasquez (Gearbox Software)
Game Programming Gems 4, 2004.

Controlling Real-Time Sound Synthesis from Game Physics

Frank Luchs (Visiomedia Software Corporation)
Game Programming Gems 4, 2004.

Audio Compression with Ogg Vorbis

Jack Moffitt (Xiph.org Foundation)
Game Programming Gems 3, 2002.

Creating a Compelling 3D Audio Environment

Garin Hiebert (Creative Labs)
Game Programming Gems 3, 2002.

Obstruction Using Axis-Aligned Bounding Boxes

Carlo Vogelsang (Creative Labs)
Game Programming Gems 3, 2002.

Using the Biquad Resonant Filter

Phil Burk (SoftSynth)
Game Programming Gems 3, 2002.

Linear Predictive Coding for Voice Compression and Effects

Eddie Edwards
Game Programming Gems 3, 2002.

The Stochastic Synthesis of Complex Sounds

Phil Burk (SoftSynth)
Game Programming Gems 3, 2002.

Real-Time Modular Audio Processing for Games

Frank Luchs (Visiomedia Software)
Game Programming Gems 3, 2002.

Game Audio Design Patterns

Scott Patterson
Game Programming Gems 2, 2001.

A Technique to Instantaneously Reuse Voices in a Sample-based Synthesizer

Thomas Engel (Factor 5)
Game Programming Gems 2, 2001.

Software-based DSP Effects

Ian Lewis (Acclaim Studios)
Game Programming Gems 2, 2001.

Interactive Processing Pipeline for Digital Audio

Keith Weiner (DiamondWare)
Game Programming Gems 2, 2001.

A Basic Music Sequencer for Games

Scott Patterson
Game Programming Gems 2, 2001.

An Interactive Music Sequencer for Games

Scott Patterson
Game Programming Gems 2, 2001.

A Low-Level Sound API

Ian Lewis (Acclaim Studios)
Game Programming Gems 2, 2001.

40% off discount
"Latest from a must have series"
Game
Programming
Gems 7



"Cutting-edge graphics techniques"
GPU Gems 3


"Newest AI techniques from commercial games"
AI Game
Programming
Wisdom 4




ugg boots clearance canada goose cyber monday moncler outlet
Home