Game Audio Programming in C++
summary
Shows how to get real-time game audio working with concrete numbers and code: a 25‑line FMOD example plays sound, a 250‑line engine adds 3D and jukebox features, and a 600‑line state machine implements fade outs, async loads and virtual sounds successfully running demos. Explains strict mixer constraints—512 samples = 10.6 ms—and why the thread must run at highest priority with no allocations or exceptions. Proposes C++ standard abstractions: device, voice, source, effect and submix.
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chapters (17)
- 0:00Introduction and background
- 1:03Audio fundamentals and PCM
- 3:33Audio device and buffering
- 5:18Real-time audio guarantees
- 7:08Audio data sources and formats
- 11:03Beyond basic playback
- 12:28Current audio middleware
- 15:42Types of audio programmers
- 17:52Modern C++ in audio engines
- 19:42Live demo with FMOD
- 23:14Building a state machine engine
- 27:23State machine implementation
- 32:38Case for standard audio
- 36:15Proposed standard abstractions
- 40:39Standard audio code examples
- 42:46Live demos of proposed API
- 44:13Book promotion and Q&A
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