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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

Chapter 7. Ideal Production

You can't discuss game audio without understanding how it's produced, so I am devoting this chapter to that process. I will attempt to describe the most effective ways to create the best game audio possible.

For starters, ideal production requires creating audio assets while keeping foremost in mind their integration into the game. Here's a simple but apt example: If you've created a sound effects file that is the sound of a footstep on concrete, you should group it with other footsteps on concrete. Ideal production leads to easier integration.

In the last five years alone, game-audio production has changed drastically. Not too long ago, only a select few could create game audio, let alone integrate it. Now, anyone ...

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Publisher Resources

ISBN: 0735714134Purchase book