Fundamentals of Audio and Video Programming for Games (Pro-Developer)
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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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