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
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
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Fundamentals of Audio and Video Programming for Games
Fundamentals of Audio and Video Programming for Games (Pro-Developer)
ISBN: 073561945X
EAN: 2147483647
Year: 2003
Pages: 120

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