Principles of Game Audio and Sound Design - Jean-Luc Sinclair

Principles of Game Audio and Sound Design

Sound Design and Audio Implementation for Interactive and Immersive Media
Buch | Softcover
296 Seiten
2020
CRC Press (Verlag)
978-1-138-73897-3 (ISBN)
44,85 inkl. MwSt
A comprehensive introduction to the art of sound for games and interactive media using Unity. This accessible guide encompasses both the conceptual challenges of the artform as well as the technical and creative aspects, such as sound design, spatial audio, scripting, implementation and mixing.
Principles of Game Audio and Sound Design is a comprehensive introduction to the art of sound for games and interactive media using Unity. This accessible guide encompasses both the conceptual challenges of the artform as well as the technical and creative aspects, such as sound design, spatial audio, scripting, implementation and mixing.

Beginning with basic techniques, including linear and interactive sound design, before moving on to advanced techniques, such as procedural audio, Principles of Game Audio and Sound Design is supplemented by a host of digital resources, including a library of ready-to-use, adaptable scripts. This thorough introduction provides the reader with the skills and tools to combat the potential challenges of game audio independently.

Principles of Game Audio and Sound Design is the perfect primer for beginner- to intermediate-level readers with a basic understanding of audio production and Unity who want to learn how to gain a foothold in the exciting world of game and interactive audio.

Jean-Luc Sinclair has been a pioneer in the field of game audio since the mid-1990s. He has worked with visionaries such as Trent Reznor and Id Software and has been an active producer and sound designer in New York since the early 2000s. He is currently a professor at Berklee College of Music in Boston and at New York University, where he has designed several classes on the topic of game audio, sound design and software synthesis.

Chapter 1: Introduction






The Genesis of Audio In Games



From Sample Playback to Procedural Audio



How to Use this book

Chapter 2: The Role of Audio in Interactive and Immersive Environments








Inform, Entertain, Immerse



Challenges of Game Audio



Chapter 3: The Game Engine Paradigm






What is a Game Engine
SubSystems

Chapter 4: The Audio Engine and Spatial Audio






Listener, Audio Clips and Audio Sources
Audio Localization and Distance Cues

Chapter 5: Sound Design, The Art of Effectively Communicating with Sound






The Art of Sound Design:
Basic Techniques

Chapter 6: Practical Sound Design






Setting Up a Sound Design Session and Signal Flow



Practical Sound Design and Prototyping

Chapter 7: Coding For Game Audio








Why Learn to Code?
An intro to C#: Syntax and Basics
Playing Audio In Unity



Chapter 8: Implementing Audio: Common Scenarios








Before You Start: Preparing Your Assets
Ambiences and Loops



Chapter 9: Environmental Modeling






What is Environmental Modeling
Distance Modeling
Additional Factors

Chapter 10: Procedural Audio: Beyond Samples






Introduction, benefits and drawbacks.



Practical Procedural Audio: A Wind Machine and a Sword Collision Model

Chapter 11: Adaptive Mixing






What’s in a Mix? Inform and Entertain (again).
The Unity Audio Mixer
Snapshots, Automation and Game States



Good Practices

Chapter 12: Audio Data Reduction






Digital Audio: A Quick Review
Data Reduction Strategies
Data Reduction Good Practices



Data Reduction In Unity

Erscheinungsdatum
Zusatzinfo 1 Tables, black and white; 67 Line drawings, black and white; 60 Halftones, black and white
Verlagsort London
Sprache englisch
Maße 174 x 246 mm
Gewicht 526 g
Themenwelt Informatik Grafik / Design Film- / Video-Bearbeitung
ISBN-10 1-138-73897-2 / 1138738972
ISBN-13 978-1-138-73897-3 / 9781138738973
Zustand Neuware
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