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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

Interactive Mixing Fully Realized

Once you get your beautiful sounds and music on the hard drives you're using for your project, the time comes to actually integrate them into the game, just as a sound engineer does during the postproduction of a film. This is where technology and production intertwine a bit. I'm discussing interactive mixing in this chapter on production because it involves the use of special technology to produce better audio within the game itself, and therefore is considered part of the production chain.

As I mentioned earlier, a film-sound engineer handles recordings for use in a film (music, sound, dialogue) and mixes them together with the film itself so that they not only are timed properly, but also sound good to the ...

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Publisher Resources

ISBN: 0735714134Purchase book