The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games
 
作者: Richard Stevens 
分類: Computer games design ,
Games development & programming  
書城編號: 341337


售價: $728.00

購買後立即進貨, 約需 18-25 天

 
 
出版社: Focal Press
出版日期: 2011/03/17
尺寸: 235x193x32mm
重量: 1.04 kg
ISBN: 9780240817262

商品簡介


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), which includes:

Reviews

If you want to learn about game audio implementation, this is the book for you! Stevens and Raybould have written a thorough practical, hands-on guide to sound and music implementation in games and, by doing so, present the reader with an excellent introduction to the concepts of interactive game sound. Speckled with humour and written in an accessible style, this book is sure to find a home in many classrooms and homes of aspiring sound designers, composers and audio programmers.

-Karen Collins, Canada Research Chair in Interactive Audio, University of Waterloo, author of Game Sound (MIT Press)

Contents

Introduction

Chapter 1 : Basic training

Readers will be introduced to the chosen platform for demonstrating the principles within the book, Epic Games 'Unreal Development Kit' (available to all readers for free at http://www.udk.com/). They will learn about the importance of ambient sound in adding character and immersion to game environments. Via a number of simple tasks they will learn how to navigate the UDK interface and how to implement basic sound ambiences.

Chapter 2 : How big is the van ?

This chapter will deal with the issues of memory when developing audio for games. A number of solutions to titive design will be discussed, illustrated and accompanied by tasks to embed knowledge. These techniques and principles are particularly applicable to platforms where the memory is a significant restriction such as the NDS, PSP, iPhone or other mobile devices, but are also equally important for other consoles such as the Wii, XBox360 and PS3 albeit on a different scale.

Chapter 3 : Making it sound real

This chapter will deal with a number of acoustic principles, as applied in games, and their implementation. It also will discuss the need to create a realistic, consistent and believable sound world through the implementation of sounds to accompany the physical interaction of gameplay objects.

Chapter 4 : Making it sound good

This chapter will deal with the crucial issues of how sound can support gameplay and narrative not only through adding characterisation to objects and characters but by also being reactive to game events via the use of interactive mixing.

C...

Richard Stevens 作者作品表

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eBook: Reason and History in Judicial Judgment: Felix Frankfurter and Due Process (DRM EPUB)

Game Audio Implementation (Paperback)

The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games

eBook: Erik H. Erikson: Explorer of Identity and the Life Cycle (DRM EPUB)

eBook: Erik H. Erikson: Explorer of Identity and the Life Cycle (DRM PDF)

Erik H. Erikson (Paperback)

Sigmund Freud (Paperback)

Unix Network Programming (Hardcover)

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