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Fundamentals of Audio and Video Programming for Games (Pro-Developer)
Fundamentals of Audio and Video Programming for Games (Pro-Developer)
ISBN: 073561945X
EAN: 2147483647
Year: 2003
Pages: 120
Authors:
Peter Turcan
,
Mike Wasson
BUY ON AMAZON
Table of Contents
BackCover
Fundamentals of Audio and Video Programming for Games
Introduction
Corrections, Comments, and Help
Visit the Microsoft Press World Wide Web Site
Part I: Audio
Chapter 1: Getting Started with DirectSound
Setting Up the Development Environment
The DirectX SDK
High5 Sample
DSUTIL.CPP
Summary
Chapter 2: Changing the Volume, Panning, and Frequency of Stereo Sound
The Cacophony 2-D Sound Tool
The Cacophony Project
Summary
Chapter 3: Moving Sounds in 3-D Space
The Rumpus 3D SFX Project
Summary
Chapter 4: Adding Special Effects and Environmental Reverb to 3-D Sounds
Setting and Testing Effects
The SoundFXData Class
The CSoundFXManager Class
Managing Special Effect Settings
Playing Special Effects
Defining an Environmental Effect
Design Considerations
Summary
Chapter 5: Understanding Audio Special Effects
Types of Audio Effects
Parameters of Audio Effects
Summary
Chapter 6: Streaming Sounds into Circular Buffers
The Circular Streams Sample
The Three Streams Sample
Summary
Chapter 7: Driving Hardware with Property Sets
EAX 2.0 and I3DL2 Environments
Resources
Summary
Chapter 8: Building an Application with the Concertina Framework
Design Philosophy
Step 1
Step 2
Step 3
Step 4
Step 5
Step 6
Step 7
Step 8
Step 9
Step 10
Step 11
Step 12
Step 13
Summary
Part II: Video
Chapter 9: Introducing DirectShow and Video Rendering
Video Playback in DirectShow
The Five-Minute Introduction to DirectShow
Using GraphEdit to Explore DirectShow
Your First DirectShow Application
Comparing the Video Renderer Filters
VMR Rendering Modes
Mixing Video Streams in Windowless Mode
Summary
Chapter 10: Taking Video to the Third Dimension
Video Textures
Summary
Chapter 11: Customizing Compositors
Setting the Compositor on the VMR
Video 15 Puzzle
Basic Video Mixing
Calculating Source and Target Rectangles
Alpha Burst
Pixel Shaders for Video Image Manipulation
Summary
Chapter 12: MultiMon, ProcAmp, Deinterlacing, and Other Odds and Ends
Multimonitor Support
ProcAmp Controls
Advanced Deinterlace Settings
Multiple VMR Filters
Creating a 3-D Animation Movie
Summary
Part III: Production Quality
Chapter 13: Producing Content with Technical Quality
Judging Quality
The Tools
Chapter 14: Optimizing Quality Throughout Production
Appendix A: ATL Smart Pointers
Appendix B: Multichannel Audio Tool
Usage
Usage Notes
Programming Notes
Color Insert
Index
Index_B
Index_C
Index_D
Index_E
Index_F
Index_G
Index_H
Index_I
Index_L
Index_M
Index_N
Index_O
Index_P
Index_R
Index_S
Index_T
Index_V
Index_W
Index_Z
List of Figures
List of Sidebars
CD Content
Fundamentals of Audio and Video Programming for Games (Pro-Developer)
ISBN: 073561945X
EAN: 2147483647
Year: 2003
Pages: 120
Authors:
Peter Turcan
,
Mike Wasson
BUY ON AMAZON
Qshell for iSeries
Running Qshell
The Exit Status and Decision-Making
Additional Control Structures
C and C++ Development Tools
Appendix C Qshell and CL Commands for the IFS
The .NET Developers Guide to Directory Services Programming
Active Directory and ADAM Schema
Group Management
Handcrafted COM Interop Declarations
Softerra LDAP Browser
Summary
File System Forensic Analysis
Digital Investigation Foundations
Analysis Basics
Introduction
Summary
Summary
Junos Cookbook (Cookbooks (OReilly))
Backing Up Filesystems on M-Series and T-Series Routers
Allowing Access to the Router
Using RMON Traps to Monitor the Routers Temperature
Synchronizing Time Periodically
Configuring an Interface Description
GDI+ Programming with C#
Exploring GDI+ Functionality
Rendering Partial Bitmaps
Advanced 2D Graphics
The Matrix Class and Transformation
Using GDI in the Managed Environment
Python Standard Library (Nutshell Handbooks) with
The fileinput Module
The sha Module
The rotor Module
The dbm Module
The rlcompleter Module
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