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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

Music for Different Game Types

Once you have a good grasp of the design you want to implement, you can start thinking about more creative aspects of audio development. I begin by citing some excellent examples of how music is being used in different ways for various game types.

Music for games used to have a single development strategy: Learn the technology and be its slave, but coax impressive things out of it. If you reach the level where people can hear it and say, “That's kinda cool,” you've won the battle.

Now that the CD-ROM drive enables audio to stream for games, the rules have changed. You can use any means necessary to create music, because the music can be as similar to (or as different from) any other music written before—without ...

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Publisher Resources

ISBN: 0735714134Purchase book