[vorbis] Re: [vorbis-dev] Audio Section - Game Programming Gems 3
Alen Ladavac
alen at croteam.com
Thu Nov 8 03:39:33 PST 2001
Scott,
How detailed would this need to be? I think that this probably doesn't need
to explain the backgrounds of vorbis encoding/decoding.
In my opinion, the sole notion that a free and open standard for lossy audio
(de)compression exists, can rock the foundations of todays in-game music
playing. Vorbis has not yet caught firm roots in gamedev industry just
because _almost no one knows it exists_!
If an article about vorbis appeared in such a popular book, it would mean a
lot. Perhaps it doesn't need to go into explaining the vorbis itself much,
but more into explaining how to use it in a game, what are common
traps'n'pitfalls when using it in an interactive application that is
CPU-usage
sensitive, etc.
Now, I don't have much free time lately, but if no one else feels like doing
the article, I'll volunteer because I think that Vorbis deserves it. :o)
Alen
--
Alen Ladavac, Lead Programmer, Croteam
email: alen at croteam.com web: http://www.croteam.com
----- Original Message -----
From: "Per Wigren" <wigren at home.se>
To: <vorbis-dev at xiph.org>; <vorbis at xiph.org>
Sent: Thursday, November 08, 2001 07:27
Subject: [vorbis] Re: [vorbis-dev] Audio Section - Game Programming Gems 3
> 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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