Book description
Design and implement video game sound from beginning to end with this hands-on course in game audio. Music and sound effects speak to players on a deep level, and this book will show you how to design and implement powerful, interactive sound that measurably improves gameplay. If you are a sound designer or composer and want to do more than just create audio elements and hand them over to someone else for insertion into the game, this book is for you. You'll understand the game development process and implement vital audio experiences-not just create music loops or one-off sound effects.
The Game Audio Tutorial isn't just a book-you also get a powerful website (www.thegameaudiotutorial.com)
Table of contents
- Cover
- Halftitle
- Title
- Copyright
- Dedication
- Contents
- Acknowledgements
- Introduction
- Chapter 1: Basic Training
-
Chapter 2: How Big is the Truck?
- How Big is the Truck?
- RAM Budgets and Streaming
- The Triangle of Compromise or “Triangle of Pain!”
- Squaring the Triangle: Basic Memory Saving Techniques
-
Non-Repetitive Design
- Caveat—Sometimes Repetition is OK
- Reuse of Sounds: The Power of Pitch
- Reuse of Sounds: Using Filters
- Randomization in Time, Pitch, and Volume
- Randomization in Time, Pitch, and Volume Using [SoundCue]s
- The Combinatorial Explosion: Vertical Combinations
- The Combinatorial Explosion: Horizontal Concatenation
- Multiple Start Points
- Some DSP
- Recap of Sound Actors
- Conclusions
- Chapter 3: Making it Sound Real
-
Chapter 4: Music Systems
- Introduction
- Styles and Game Genres
- Roles and Functions of Music in Games
- The Key Challenges of Game Music
- Source Music/Diegetic Music
- Linear Music and Looping Music
- Avoid the Problem: Timed Event Music
- Avoid the Problem: Non-Time-Based Approaches Using Ambiguous Music
- Avoid the Problem: Stingers
- Transitional Forms/Horizontal Switching
- UDK’s (Legacy) Music System
- Maintaining Musical Structures: Horizontal Transitions
- Parallel Forms/Vertical Layering
- Leitmotifs and the Combinatorial Explosion
- The “Variation” Question: Generative or Procedural Forms
- “Interactive” Music: Music as an Input
- Music-Based Games
- Conclusions
- Chapter 5: Dialogue
- Chapter 6: Making it Sound Good
-
Chapter 7: Advanced Sound System Design
-
Weapon Systems
- One Shot
- Retriggered Firing
- Retriggered Firing with Tail
- Weapon Status Feedback System
- Make a Point
- Looping Mechanical Weapon
- Looping Sci-Fi Weapon
- Layers for Weapons
- Weapons Sounds: Attenuation and Character Over Distance
- Sniper Rifle
- Impact, Whizz-by, and Handling Sounds
- Adding Sound to Animations
- Weapons Summary
- Vehicle Systems
- Conclusions
-
Weapon Systems
- Chapter 8: Next Steps
- Conclusions
- Appendix A: Organization Tips
- Appendix B: Troubleshooting and Optimization
-
Appendix C: UDK Tips
- Running Slowly
- Importing Sounds
- Fast Creation of [SoundCue]s
- Basic Folder Guide
- Creating Levels
- The Builder Brush for Geometry, Trigger Volumes, and Reverb Volumes
- Scaling and Other Widgets
- Saving
- Lighting
- Static Meshes
- Materials
- Terrain
- Emitters + Particle Effects
- Weapons
- Water
- Building
- Kismet Tips
- Key Binding
- Scripting
- Bibliography and Further Reading
- Index
Product information
- Title: The Game Audio Tutorial
- Author(s):
- Release date: May 2013
- Publisher(s): Routledge
- ISBN: 9781136127014
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