[vorbis-dev] Audio Section - Game Programming Gems 3

Per Wigren wigren at home.se
Wed Nov 7 23:27:29 PST 2001



Just out of curiosity, did any of you developers take this challenge? It 
could be one of the most important thing so far in Vorbis history! The Game 
Programming Gems series is VERY popular among game programmers (I know a few 
of them)! This is a really good chance to push Ogg Vorbis and break some new 
ground!!

Regards
Per Wigren

Wednesday 07 November 2001 12:28 skrev Scott Patterson:
> I'm interested to see if a senior vorbis developer would like to write an
> article introducing vorbis for the audio section of Game Programming Gems
> 3.
>
> The proposal summary needs to be entered in the next few days.
>
> Here is the official announcement:
>
> Hi, I'm the audio section editor for the newly announced Game Programming
> Gems 3.
>
> This is your opportunity to contribute to the development community and
> write your name in history as a published author.  It is also an
> opportunity to introduce technology to the influential world of game
> developers.
>
> There is only one week left to submit proposals for articles.  You can
> submit proposals at http://www.satori.org/gems3/submit.htm.  Also, feel
> free to contact me at scottp at tonebyte.com to talk about ideas you may have
> for game audio gems.
>
> I have included more background on the announcements and history below.
>
> Sincerely,
>
> Scott Patterson
>
> -------------------------------------------------------------------
>
> History of audio gems:
>
> Game Programming Gems 2 was the first book in the series to have an audio
> section.
>
> These were the audio gems:
>
> SECTION 6 AUDIO PROGRAMMING
> Introduction: Audio Programming
> 6.1 Game Audio Design Patterns
> 6.2 A Technique to Instantaneously Reuse Voices in a Sample-based
> Synthesizer
> 6.3 Software-based DSP Effects
> 6.4 Interactive Processing Pipeline for Digital Audio
> 6.5 A Basic Music Sequencer for Games
> 6.6 An Interactive Music Sequencer for Games
> 6.7 A Low-Level Sound API
>
> Many of these articles were introductory in nature and there is much more
> detail and many new topics ahead for the next book.
>
> -------------------------------------------------------------------
>
> The Game Programming Gems 3 announcement:
>
> Announcing Game Programming Gems 3! We are now accepting proposals for Gems
> at http://www.satori.org/gems3. This is your opportunity to contribute to
> the development community and write your name in history as a published
> author. We are looking for experienced programmers to write 2-15 page
> articles on a variety of subjects. GPG3 will have sections on General
> Programming, Graphics, Math, AI, Audio, and an exciting new section on
> Networking and Multi-player games.
>
> About the book series:
>
> The Game Programming Gems books are for professional and aspiring game
> developers.  It is designed to be your first resource when you're working
> on a challenging new programming problem. As PCs, game consoles, and
> graphics and audio chips become faster and more capable, the pressure on
> game developers to create new and interesting gaming experiences increases:
> timelines shorten, team sizes grow, and the content benchmark elevates.
> Despite these pressures, game programmers often find themselves isolated
> and reinventing the wheel. The Game Programming Gems series is designed to
> relieve these pressures by providing practical techniques that can be used
> to solve multiple problems.
>
> The CD-ROM that comes with each book in the series includes portable source
> code in C & C++. Most of the techniques will work in OpenGL and Linux.
> However, there are some techniques which will only work on Windows/Xbox/
> DirectX.
>
> About the first book:
>
> The book Game Programming Gems is all about sharing information among game
> programmers. It was designed in response to a perceived demand from the
> community, and it has been exceptionally well received. Gems was designed
> to be accessible to a wide variety of skill levels. Many of the gems were
> fairly long and some of them were designed to be introductory, which
> surprised many people. However, the book has done extremely well. The
> Artificial Intelligence section was particularly well received due to the
> way the section was organized-- fundamental algorithms were explained,
> optimizations were discussed, and then more esoteric algorithms were
> detailed toward the end of the section. One could readily read through the
> section and learn about many different techniques which could be used to
> solve similar problems.
>
> About the second book:
>
> Game Programming Gems 2 has fewer of the "tutorial-style" longer Gems that
> you found in Gems.  However, the continuity of each section has been much
> improved by having dedicated section editors.   This also gives each
> section more credibility, being designed and verified by an expert in the
> topic, someone who knows the issues that are important to developers
> specializing in that section's topic.  A new section was introduced for
> Gems 2: Audio.
>
> About the third book:
>
> Game Programming Gems 3 will be structured like Gems 2 with experienced
> section editors dedicated to ensure the consistency and quality of each
> section. A new section will be introduced with Gems 3: Network and
> Multiplayer Games. The advent of network-capable consoles and the
> ever-growing online presence demand that we address the challenges of this
> growing field with its very own section.
>
>
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