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Table of Contents | |||
Fundamentals of Audio and Video Programming for Games | |||
Introduction | |||
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 | |||
Index | |||
List of Figures | |||
List of Sidebars | |||
CD Content |