How to explain the different kind of audio effects and how to understand what their use is? Although I learnt a lot by practice, there is sometimes the need for some theory and for experiments. I tried to find a book that matches these two points: good theory and proper practice. I’ve chosen this book, with tracks on a CD for experimentation. Was it really what I was looking for?

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I think I’ve said it already, I have a rock band. Currently, we are recording our first album, and while we used Traktion in the past, I’m considering moving to Sonar (it is continuously updated and has a great reputation, also I’ve played a few time in the past with its ancestor Cakewalk).

So let’s talk about the book’s comprehensive guide.

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My biggest hobby remains music. As a former trumpet player, current drummer and bass player, I spent a lot of time studying solfege, and a little bit of composition. Besides this, I’ve mixed an album for one of my former bands, mastered some tracks for others (and my current one), so I’m also a computer musician. This is why this book from Michael Hewitt was of high interest to me.

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Some books geared toward game programming beginners tend to only scratch the surface of the presented language and of what it takes to write a game. There are some pitfalls that are specific to games that need to be addressed (or so the book says), and this is what this book is about.

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I bought this book as soon as it was published, and I sold it soon after. Suffice to say I had a very mitigated impression after reading it. There are good things in it, but also some very bad stuff. It doesn’t describe how to write your ultimate game engine, but the author’s game engine. What about some modesty?

Let’s start with the bad stuff.

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