Table of Contents

fundamentals of audio and video programming for games
Fundamentals of Audio and Video Programming for Games
by Peter Turcan and Mike Wasson   ISBN:073561945x
Microsoft Press © 2004 (373 pages)

In this book, C++ game developers get everything they need to add sound, music, video cut-scenes, and other special effects to digital games”including reusable code, copyright-free media samples, and expert instruction.

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Table of Contents
Fundamentals of Audio and Video Programming for Games
Part I - Audio
Chapter 1 - Getting Started with DirectSound
Chapter 2 - Changing the Volume, Panning, and Frequency of Stereo Sound
Chapter 3 - Moving Sounds in 3-D Space
Chapter 4 - Adding Special Effects and Environmental Reverb to 3-D Sounds
Chapter 5 - Understanding Audio Special Effects
Chapter 6 - Streaming Sounds into Circular Buffers
Chapter 7 - Driving Hardware with Property Sets
Chapter 8 - Building an Application with the Concertina Framework
Part II - Video
Chapter 9 - Introducing DirectShow and Video Rendering
Chapter 10 - Taking Video to the Third Dimension
Chapter 11 - Customizing Compositors
Chapter 12 - MultiMon, ProcAmp, Deinterlacing, and Other Odds and Ends
Part III - Production Quality
Chapter 13 - Producing Content with Technical Quality
Chapter 14 - Optimizing Quality Throughout Production
Appendix A - ATL Smart Pointers
Appendix B - Multichannel Audio Tool
Color Insert
List of Figures
List of Sidebars
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Back Cover

Deliver console-rocking sound, music, and video effects to your games with this all-in-one toolkit for C++ game programmers. From mixing and moving sounds around a 3-D space to taking video to the third dimension, you get expert insights and performance tips direct from the developers. It s everything you need to fuel your creativity ”and take your game players to spectacular new 3-D worlds !

Discover how to:

  • Mix mono, stereo, and 3-D sound ”and add special effects
  • Create reverb and other environmental sound effects
  • Stream multiple sounds, create buffers, and get tips for optimizing audio performance
  • Seamlessly render video cut scenes onto 3-D animations
  • Add textures to video and create fades, zooms, picture-in-picture, fly-ins, and more
  • Learn video mixing techniques ”and write your own compositors to invent one-of-a-kind effects
  • Control hue, saturation, contrast, and brightness settings for video
  • Create AVI movies from Direct 3D animation
  • Produce professional-quality content from raw audio and video

About the Authors

Peter Turcan, Ph.D., is an SDK writing manager in Microsoft s Digital Media Division. He has written commercial computer games that have sold hundreds of thousands of copies. And he s published more than 100 computer- related articles in national newspapers and magazines.

Mike Wasson is a programmer and writer who works in the Digital Media Division at Microsoft. He currently focuses on the Microsoft DirectShow SDK, and his specialty is video capture and editing.

Fundamentals of Audio and Video Programming for Games

Peter Turcan

Mike Wasson


Microsoft Press
A Division of Microsoft Corporation
One Microsoft Way
Redmond, Washington 98052-6399

Copyright 2004 Microsoft Corporation

All rights reserved. No part of the contents of this book may be reproduced or transmitted in any form or by any means without the written permission of the publisher.

Library of Congress Cataloging-in-Publication Data
Turcan, Peter, 1957-
Fundamentals of Audio and Video Programming for Games / Peter Turcan, Michael Wasson.
p. cm.
Includes index.

ISBN 0-7356-1945-X

1. Computer games--Programming. 2. Computer sound processing. I. Wasson, Michael,
1968- II. Title.
QA76.76.C672T84 2003
794.8'1536--dc22 2003060144

Printed and bound in the United States of America.

1 2 3 4 5 6 7 8 9 QWE 8 7 6 5 4 3

Distributed in Canada by H.B. Fenn and Company Ltd.

A CIP catalogue record for this book is available from the British Library.

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Direct3D, DirectDraw, DirectInput, DirectMusic, DirectPlay, DirectShow, DirectSound, DirectX, Microsoft, Microsoft Press, Visual C++, Visual Studio, Win32, Windows, and Windows Media are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries . Other product and company names mentioned herein may be the trademarks of their respective owners .

The example companies, organizations, products, domain names, e-mail addresses, logos, people, places, and events depicted herein are fictitious. No association with any real company, organization, product, domain name , e-mail address, logo, person, place, or event is intended or should be inferred.

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Project Editor: Lynn Finnel

Body Part No. X10-09361

Author Biographies

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Illustrious authors of this book.

Dr Peter Turcan (top left) completed his BS degree in Computer Science at Edinburgh University in Scotland in 1978. He gained his PhD from Reading University in England four years later. His first venture into games immediately followed with a computer version of the Scrabble word game, which sold hundreds of thousands of copies. He then turned his attention to war games and programmed a series of seven strategy games: Borodino, Waterloo, Austerlitz, Gettysburg, Armada, Dreadnoughts, and Midway. After a run at working as a computer journalist in London, he emmigrated to the USA and joined Microsoft as a programming writer in the Digital Media Division. He has a painfully dry English sense of humor, not much of which survives the cutting board of Microsoft s ever-vigilant editors.

Mike Wasson (lower right) is a programming writer for the Microsoft DirectShow SDK. He received his BS degree in Computer Science from the University of Hawaii. Prior to joining Microsoft he worked as a copy editor. He was raised in New York and lived in Honolulu and Los Angeles before relocating to western Washington State for its bracing maritime climate. At Microsoft he has written volumes of documentation on DirectShow, and was one of the technical reviewers of Programming Microsoft DirectShow for Digital Video and Television (Microsoft Press). In his spare time he listens to copious amounts of jazz and Japanese pop music.

Bill Birney (lower left) has been creating content for over 35 years. During his career, he has worked as a scriptwriter, composer, producer, director, video editor, sound designer, and creative director. As a technical writer in the Digital Media Division, Bill co- authored the books Inside Windows Media , Windows Movie Maker Handbook and most recently the Windows Media Resource Kit (all by Microsoft Press). Bill believes the goal of every writer should be to bring their readers happiness.

Jim Travis (top right) is employed by Microsoft Corporation as a lead programming writer for Windows Media technologies. Prior to working at Microsoft, Jim owned his own multimedia software company, which supplied automation software to the entertainment industry. Jim has also been a live sound engineer and video technician, and once owned and operated a multitrack recording studio.