[vorbis] Audio Section - Game Programming Gems 3
Scott Patterson
spatters at bigpond.net.au
Wed Nov 7 03:28:00 PST 2001
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
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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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