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

A

After-Write-Cursor polling model 132

Air Absorption HF property 159

allocator-presenter component 217-28, 230-32, 236, 246, 249, 252, 281-82, 291-92, 294-96

alpha blending 200, 202, 211, 264, 271-72

AlphaBurst sample 270-73

ambient sounds 55, 58, 66, 74, 75, 169-71, 178, 180-81, 187

Amplify sample 282, 284-86

amplitude domain effects 107-08, 122-26

compressor 124-26

distortion 122-24

gargle 122

artifacts

audio 332, 345

blockiness 312

dropped frames 312, 330-31

harmonic 122-23

video 235

aspect ratios 331

Async File Source filter 193

attenuation 42, 52, 54, 56, 119-20, 123, 155-56, 159-61, 340

audio

adjusting distance 35, 37

adjusting frequencies 35, 41-42, 44, 53, 145, 180, 335-36

adjusting timing 34, 36, 80

adjusting volume 35, 37, 41, 44, 54-56, 66, 145, 156, 175, 178, 180, 342-44, 351

capturing 46, 317, 320-21, 324, 327-29, 332

cleaning up 308-10, 333-48, 350

clipping 329, 339-40

compressing 332, 343-44, 346-47

decay 156, 159

editing 324, 348-53

high frequency 155-56, 159-60

low frequency 160

maximizing 345

moving 49-78

multichannel sound 58

muting 341

optimizing 307 “325, 327 “351

panning 37, 38, 41, 42, 44, 145

playing sequences 36

random 51, 53, 61, 77, 170, 181, 187

reflections 155-58, 160-61

resolution 332

reverberations 156-58, 160-61

setting levels 328-29, 342-44

AVI Mux filter 297, 303

AVI Splitter filter 193-95

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