Skip to Content
Audio for Games: Planning, Process, and Production
book

Audio for Games: Planning, Process, and Production

by Alexander Brandon
October 2004
Intermediate to advanced
240 pages
5h 28m
English
New Riders
Content preview from Audio for Games: Planning, Process, and Production

Production

Production has fewer details to worry about than preproduction does, but that doesn't make it any easier. In the production phase, your nose is to the grindstone as you generate and implement content.

Let's take another look at the DPM. We first observe that the three categories of sound—SFX, music, and voice-over—have different elements in their workflows (integration being the most common), and the workflow of voice-over looks very similar to that of a motion picture. Keep in mind that for each category of sound, we will cover the actual creation of the sound files before we move on to integration. This doesn't follow the DPM exactly; you'll see why when we reach integration. We begin with SFX.

SFX Production

First let's take a hypothetical ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.

Read now

Unlock full access

More than 5,000 organizations count on O’Reilly

AirBnbBlueOriginElectronic ArtsHomeDepotNasdaqRakutenTata Consultancy Services

QuotationMarkO’Reilly covers everything we've got, with content to help us build a world-class technology community, upgrade the capabilities and competencies of our teams, and improve overall team performance as well as their engagement.
Julian F.
Head of Cybersecurity
QuotationMarkI wanted to learn C and C++, but it didn't click for me until I picked up an O'Reilly book. When I went on the O’Reilly platform, I was astonished to find all the books there, plus live events and sandboxes so you could play around with the technology.
Addison B.
Field Engineer
QuotationMarkI’ve been on the O’Reilly platform for more than eight years. I use a couple of learning platforms, but I'm on O'Reilly more than anybody else. When you're there, you start learning. I'm never disappointed.
Amir M.
Data Platform Tech Lead
QuotationMarkI'm always learning. So when I got on to O'Reilly, I was like a kid in a candy store. There are playlists. There are answers. There's on-demand training. It's worth its weight in gold, in terms of what it allows me to do.
Mark W.
Embedded Software Engineer

You might also like

Audio Processes

Audio Processes

David Creasey
The Game Audio Strategy Guide

The Game Audio Strategy Guide

Gina Zdanowicz, Spencer Bambrick

Publisher Resources

ISBN: 0735714134Purchase book