Book description
Game Audio Implementation offers a unique practical approach to learning all about game audio. If you've always wanted to hear your sound or music in a real game then this is the book for you. Each chapter is accompanied by its own game level where you can see the techniques and theories in action before working through over 70 exercises to develop your own demo level. Taking you all the way from first principles to complex interactive systems in the industry standard Unreal Engine© you’ll gain the skills to implement your sound and music along with a deep transferable knowledge of the principles you can apply across a range of other game development tools.
The accompanying website (www.gameaudioimplementation.com) includes:
- 12 downloadable demonstration games
- A unique exercise level for you to develop for your portfolio
- An up-to-date online bibliography with further reading for each chapter
- A free sound library with hundreds of game SFX
Table of contents
- Cover
- Title
- Copyright
- Contents
- Acknowledgements
- Introduction
- Approaches to the Book
- 00 Loading Sequence: Quick Start
-
01 Sound Part A: Ambience and Environment
- Introduction
- Ambience
- Occlusion Issues
- Reverb
- Triggering Sounds with Key or Controller Input
- Conclusion
- 02 Sound Part B: Procedural Sound Design
- 03 Music Part A: Quick Start
- 04 Music Part B: Basics and Parallel Forms
- 05 Music Part C: Transitional Forms
- 06 Dialogue
- 07 Making It Real
- 08 Making It Good
- 09 Advanced: Weapons
- 10 Advanced: Vehicles
- 11 Advanced: Sports Dialogue and Crowds
- 12 Advanced: Music
- Conclusion
-
Appendix A: Core Concepts
- Key and Gamepad Inputs
- Events and Triggers
- Manipulating Actors
- Referencing In-game Actors within Blueprints
- Variables, Parameters, Numbers, and Arrays
- Transforming and Constraining Variables and Parameters
- Evaluating Variables and Parameters
- Routing Decisions and Events
- Controlling Audio Components
- Sound Cue Nodes
- Console Commands
- Others
-
Appendix B: Blueprint Primer
- Navigating, Creating and Connecting
- Events and the Programming Paradigm
- Compiling Blueprints
- Actor Blueprints
- Structures
- The Graph Action Menu
- Creating Nodes between Existing Connections
- Finding Things in Blueprints
- Communicating between Blueprints
- Event Dispatcher
- Getting References to Spawned Actors
- Appendix C: Testing, Troubleshooting, and Good Practice
- Index
Product information
- Title: Game Audio Implementation
- Author(s):
- Release date: December 2015
- Publisher(s): Focal Press
- ISBN: 9781317679455
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