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

Result

What I've just described is an example of an entire game development process for audio in today's world with a few advanced techniques. While there are quite a few other techniques not yet in general use that I'll describe later, this is still a very good way to create audio for your game. Why?

We've seen that technology isn't just about using 44.1-kHz files or licensing a hit band. Technology that makes implementation go faster can yield far higher profits because it lets you finish faster and under budget.

We've discussed the fact that multitracking your sounds gives you an edge over two-channel editors. We've also discussed that doing new things with your music and sound can yield very positive results. Everyone agrees repetition is ...

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