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The Game Audio Tutorial [Elektronisk resurs] A Practical Guide to Creating and Implementing Sound and Music for Interactive Games.

Stevens, Richard. (författare)
Raybould, Dave. (författare)
ISBN 9780240817279
Publicerad: Burlington : Elsevier Science, 2011
Engelska 1 online resource (446 p.)
  • E-bok
Innehållsförteckning Sammanfattning Ämnesord
Stäng  
  • Front Cover; The Game Audio Tutorial; Copyright Page; Contents; Acknowledgements; Introduction; Chapter 1 Basic Training; Opening the Tutorial Level; Explore the Level: Navigation; Every Room Has a Tone: Ambience; Ambient Sounds Case Study; Attenuation and Radius Min/Radius Max; Toggle a Looping Sound; Ambient Loops and "Phasing Loops"; The "Walls" Problem; Ambience: A Painterly Approach; 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 DesignRecap of Sound Actors; Conclusions; Chapter 3 Making it Sound Real; Sound Propagation; Occlusion, Obstruction, Exclusion; "Real" Sound for Gameplay; Collisions and Physics; Movers and [Matinee]; Cut-Scenes, Cameras, and Sound; 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 SwitchingUDK'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; Concepts and Planning; Casting; Recording Preparation; Recording; Editing and Processing; Rapid Prototyping for Dialogue Systems; Implementation; In-Engine Cut Scenes: A Dialogue Dilemma; Conclusions; Chapter 6 Making it Sound Good. 
  • Audio ConceptingSpotting, Roles, and Functions of Sound in Games; Reality and Characterization; Define the Environment: Immersion and Emotion; Information and Feedback; Interactive Mixing and the Power of Subjectivity; Interactive Mixing Conclusion; Conclusions; Chapter 7 Advanced Sound System Design; Weapon Systems; Vehicle Systems; Conclusions; Chapter 8 Next Steps; Jobs and Work; How to Get Work; How to Keep Working; Conclusions; Appendix A. Organization Tips; Finding and Seeing What's Going On; What Does That Do Again?; Audio File Finder Utilities; Naming Conventions. 
  • Batch Renaming UtilitiesAppendix B. Troubleshooting and Optimization; Crashes; Version Control; Hearing What's Going On; Audio Optimization and Tracking the RAM Budget; Streaming; 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. 
  • 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. T 

Ämnesord

Computer game music. 
Computer games -- Programming. 
Computer sound processing. 
Sound -- Recording and reproducing -- Digital techniques. 
Video games --Sound effects. 

Genre

Electronic books.  (LCSH)

Klassifikation

QA76.76.C672 (LCC)
794.8/165 (DDC)
Rdcb (kssb/8 (machine generated))
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