Buch, Englisch, 434 Seiten, Format (B × H): 229 mm x 152 mm, Gewicht: 770 g
A Practical Guide for Beginners
Buch, Englisch, 434 Seiten, Format (B × H): 229 mm x 152 mm, Gewicht: 770 g
ISBN: 978-0-367-51773-1
Verlag: Taylor & Francis Ltd
The book offers insight into the skills needed to design game-ready sounds in current Digital Audio Workstation (DAW) and shows how to implement these sounds within the Unity game engine. The reader will also learn about interactive music and how to set this up to respond to a variety of events in the game, with the option of adding in their own story and dialogue.
All the information is presented in a practical working context from an established Game Audio Sound Designer with AAA games experience. The chapters are accompanied by several game levels teaching all about the techniques and theories before offering instructive steps for how to put them into action. After completing the practical tasks in this book, not only will the reader create an interactive soundscape for a multilevel playable game featuring all their own audio, they will also receive tips on how to use their finished project in support of an application for Video Game Sound Designer jobs.
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Sport | Tourismus | Freizeit Hobbies & Spiele
- Mathematik | Informatik EDV | Informatik Digital Lifestyle Computerspiele, Internetspiele
- Technische Wissenschaften Sonstige Technologien | Angewandte Technik Akustik, Tontechnik
- Geisteswissenschaften Musikwissenschaft Musikwissenschaft Allgemein Musiktheorie, Musikästhetik, Kompositionslehre
Weitere Infos & Material
1 Introduction to Game Audio and the Unity game engine
2 Game Audio Sound Design and creation
3 Game sound editing techniques
4 Importing assets into Unity and placing sounds in gameworld
5 Understanding basic game mechanics and generic Unity tools
6 Set up main game project, creating a project plan and Game Audio Design documentation
7 Trigger Areas and Reverb Zones
8 Recording, processing, and implementing dialogue
9 Audio Implementation of character and enemy SFX
10 Audio Implementation of game mechanics and cutscenes
11 Interactive music
12 Unity Mixer routing and effects and additional audio scripts
13 Bonus chapter – expanding/improving upon existing implementation
14 What to do next