Jean-Luc Sinclair
Principles of Game Audio and Sound Design
Sound Design and Audio Implementation for Interactive and Immersive Media
Jean-Luc Sinclair
Principles of Game Audio and Sound Design
Sound Design and Audio Implementation for Interactive and Immersive Media
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A comprehensive introduction to the art of sound for games and interactive media using Unity. This accessible guide encompasses both the conceptual challenges of the artform as well as the technical and creative aspects, such as sound design, spatial audio, scripting, implementation and mixing.
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A comprehensive introduction to the art of sound for games and interactive media using Unity. This accessible guide encompasses both the conceptual challenges of the artform as well as the technical and creative aspects, such as sound design, spatial audio, scripting, implementation and mixing.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Focal Press
- Seitenzahl: 314
- Erscheinungstermin: 28. April 2020
- Englisch
- Abmessung: 250mm x 175mm x 21mm
- Gewicht: 724g
- ISBN-13: 9781138738966
- ISBN-10: 1138738964
- Artikelnr.: 48432487
- Herstellerkennzeichnung
- Books on Demand GmbH
- In de Tarpen 42
- 22848 Norderstedt
- info@bod.de
- 040 53433511
- Verlag: Focal Press
- Seitenzahl: 314
- Erscheinungstermin: 28. April 2020
- Englisch
- Abmessung: 250mm x 175mm x 21mm
- Gewicht: 724g
- ISBN-13: 9781138738966
- ISBN-10: 1138738964
- Artikelnr.: 48432487
- Herstellerkennzeichnung
- Books on Demand GmbH
- In de Tarpen 42
- 22848 Norderstedt
- info@bod.de
- 040 53433511
Jean-Luc Sinclair has been a pioneer in the field of game audio since the mid-1990s. He has worked with visionaries such as Trent Reznor and Id Software and has been an active producer and sound designer in New York since the early 2000s. He is currently a professor at Berklee College of Music in Boston and at New York University, where he has designed several classes on the topic of game audio, sound design and software synthesis.
Chapter 1: Introduction
1. The Genesis of Audio In Games
2. From Sample Playback to Procedural Audio
3. How to Use this book
Chapter 2: The Role of Audio in Interactive and Immersive Environments
1. Inform, Entertain, Immerse
2. Challenges of Game Audio
Chapter 3: The Game Engine Paradigm
1. What is a Game Engine
2. SubSystems
Chapter 4: The Audio Engine and Spatial Audio
1. Listener, Audio Clips and Audio Sources
2. Audio Localization and Distance Cues
Chapter 5: Sound Design, The Art of Effectively Communicating with Sound
1. The Art of Sound Design:
2. Basic Techniques
Chapter 6: Practical Sound Design
1. Setting Up a Sound Design Session and Signal Flow
2. Practical Sound Design and Prototyping
Chapter 7: Coding For Game Audio
1. Why Learn to Code?
2. An intro to C#: Syntax and Basics
3. Playing Audio In Unity
Chapter 8: Implementing Audio: Common Scenarios
1. Before You Start: Preparing Your Assets
2. Ambiences and Loops
Chapter 9: Environmental Modeling
1. What is Environmental Modeling
2. Distance Modeling
3. Additional Factors
Chapter 10: Procedural Audio: Beyond Samples
1. Introduction, benefits and drawbacks.
2. Practical Procedural Audio: A Wind Machine and a Sword Collision
Model
Chapter 11: Adaptive Mixing
1. What's in a Mix? Inform and Entertain (again).
2. The Unity Audio Mixer
3. Snapshots, Automation and Game States
4. Good Practices
Chapter 12: Audio Data Reduction
1. Digital Audio: A Quick Review
2. Data Reduction Strategies
3. Data Reduction Good Practices
4. Data Reduction In Unity
1. The Genesis of Audio In Games
2. From Sample Playback to Procedural Audio
3. How to Use this book
Chapter 2: The Role of Audio in Interactive and Immersive Environments
1. Inform, Entertain, Immerse
2. Challenges of Game Audio
Chapter 3: The Game Engine Paradigm
1. What is a Game Engine
2. SubSystems
Chapter 4: The Audio Engine and Spatial Audio
1. Listener, Audio Clips and Audio Sources
2. Audio Localization and Distance Cues
Chapter 5: Sound Design, The Art of Effectively Communicating with Sound
1. The Art of Sound Design:
2. Basic Techniques
Chapter 6: Practical Sound Design
1. Setting Up a Sound Design Session and Signal Flow
2. Practical Sound Design and Prototyping
Chapter 7: Coding For Game Audio
1. Why Learn to Code?
2. An intro to C#: Syntax and Basics
3. Playing Audio In Unity
Chapter 8: Implementing Audio: Common Scenarios
1. Before You Start: Preparing Your Assets
2. Ambiences and Loops
Chapter 9: Environmental Modeling
1. What is Environmental Modeling
2. Distance Modeling
3. Additional Factors
Chapter 10: Procedural Audio: Beyond Samples
1. Introduction, benefits and drawbacks.
2. Practical Procedural Audio: A Wind Machine and a Sword Collision
Model
Chapter 11: Adaptive Mixing
1. What's in a Mix? Inform and Entertain (again).
2. The Unity Audio Mixer
3. Snapshots, Automation and Game States
4. Good Practices
Chapter 12: Audio Data Reduction
1. Digital Audio: A Quick Review
2. Data Reduction Strategies
3. Data Reduction Good Practices
4. Data Reduction In Unity
Chapter 1: Introduction
Chapter 2: The Role of Audio in Interactive and Immersive Environments
Chapter 3: The Game Engine Paradigm
Chapter 4: The Audio Engine and Spatial Audio
Chapter 5: Sound Design, The Art of Effectively Communicating with Sound
Chapter 6: Practical Sound Design
Chapter 7: Coding For Game Audio
Chapter 8: Implementing Audio: Common Scenarios
Chapter 9: Environmental Modeling
Chapter 10: Procedural Audio: Beyond Samples
Chapter 11: Adaptive Mixing
Chapter 12: Audio Data Reduction
- The Genesis of Audio In Games
- From Sample Playback to Procedural Audio
- How to Use this book
Chapter 2: The Role of Audio in Interactive and Immersive Environments
- Inform, Entertain, Immerse
- Challenges of Game Audio
Chapter 3: The Game Engine Paradigm
- What is a Game Engine
- SubSystems
Chapter 4: The Audio Engine and Spatial Audio
- Listener, Audio Clips and Audio Sources
- Audio Localization and Distance Cues
Chapter 5: Sound Design, The Art of Effectively Communicating with Sound
- The Art of Sound Design:
- Basic Techniques
Chapter 6: Practical Sound Design
- Setting Up a Sound Design Session and Signal Flow
- Practical Sound Design and Prototyping
Chapter 7: Coding For Game Audio
- Why Learn to Code?
- An intro to C#: Syntax and Basics
- Playing Audio In Unity
Chapter 8: Implementing Audio: Common Scenarios
- Before You Start: Preparing Your Assets
- Ambiences and Loops
Chapter 9: Environmental Modeling
- What is Environmental Modeling
- Distance Modeling
- Additional Factors
Chapter 10: Procedural Audio: Beyond Samples
- Introduction, benefits and drawbacks.
- Practical Procedural Audio: A Wind Machine and a Sword Collision Model
Chapter 11: Adaptive Mixing
- What's in a Mix? Inform and Entertain (again).
- The Unity Audio Mixer
- Snapshots, Automation and Game States
- Good Practices
Chapter 12: Audio Data Reduction
- Digital Audio: A Quick Review
- Data Reduction Strategies
- Data Reduction Good Practices
- Data Reduction In Unity
Chapter 1: Introduction
1. The Genesis of Audio In Games
2. From Sample Playback to Procedural Audio
3. How to Use this book
Chapter 2: The Role of Audio in Interactive and Immersive Environments
1. Inform, Entertain, Immerse
2. Challenges of Game Audio
Chapter 3: The Game Engine Paradigm
1. What is a Game Engine
2. SubSystems
Chapter 4: The Audio Engine and Spatial Audio
1. Listener, Audio Clips and Audio Sources
2. Audio Localization and Distance Cues
Chapter 5: Sound Design, The Art of Effectively Communicating with Sound
1. The Art of Sound Design:
2. Basic Techniques
Chapter 6: Practical Sound Design
1. Setting Up a Sound Design Session and Signal Flow
2. Practical Sound Design and Prototyping
Chapter 7: Coding For Game Audio
1. Why Learn to Code?
2. An intro to C#: Syntax and Basics
3. Playing Audio In Unity
Chapter 8: Implementing Audio: Common Scenarios
1. Before You Start: Preparing Your Assets
2. Ambiences and Loops
Chapter 9: Environmental Modeling
1. What is Environmental Modeling
2. Distance Modeling
3. Additional Factors
Chapter 10: Procedural Audio: Beyond Samples
1. Introduction, benefits and drawbacks.
2. Practical Procedural Audio: A Wind Machine and a Sword Collision
Model
Chapter 11: Adaptive Mixing
1. What's in a Mix? Inform and Entertain (again).
2. The Unity Audio Mixer
3. Snapshots, Automation and Game States
4. Good Practices
Chapter 12: Audio Data Reduction
1. Digital Audio: A Quick Review
2. Data Reduction Strategies
3. Data Reduction Good Practices
4. Data Reduction In Unity
1. The Genesis of Audio In Games
2. From Sample Playback to Procedural Audio
3. How to Use this book
Chapter 2: The Role of Audio in Interactive and Immersive Environments
1. Inform, Entertain, Immerse
2. Challenges of Game Audio
Chapter 3: The Game Engine Paradigm
1. What is a Game Engine
2. SubSystems
Chapter 4: The Audio Engine and Spatial Audio
1. Listener, Audio Clips and Audio Sources
2. Audio Localization and Distance Cues
Chapter 5: Sound Design, The Art of Effectively Communicating with Sound
1. The Art of Sound Design:
2. Basic Techniques
Chapter 6: Practical Sound Design
1. Setting Up a Sound Design Session and Signal Flow
2. Practical Sound Design and Prototyping
Chapter 7: Coding For Game Audio
1. Why Learn to Code?
2. An intro to C#: Syntax and Basics
3. Playing Audio In Unity
Chapter 8: Implementing Audio: Common Scenarios
1. Before You Start: Preparing Your Assets
2. Ambiences and Loops
Chapter 9: Environmental Modeling
1. What is Environmental Modeling
2. Distance Modeling
3. Additional Factors
Chapter 10: Procedural Audio: Beyond Samples
1. Introduction, benefits and drawbacks.
2. Practical Procedural Audio: A Wind Machine and a Sword Collision
Model
Chapter 11: Adaptive Mixing
1. What's in a Mix? Inform and Entertain (again).
2. The Unity Audio Mixer
3. Snapshots, Automation and Game States
4. Good Practices
Chapter 12: Audio Data Reduction
1. Digital Audio: A Quick Review
2. Data Reduction Strategies
3. Data Reduction Good Practices
4. Data Reduction In Unity
Chapter 1: Introduction
Chapter 2: The Role of Audio in Interactive and Immersive Environments
Chapter 3: The Game Engine Paradigm
Chapter 4: The Audio Engine and Spatial Audio
Chapter 5: Sound Design, The Art of Effectively Communicating with Sound
Chapter 6: Practical Sound Design
Chapter 7: Coding For Game Audio
Chapter 8: Implementing Audio: Common Scenarios
Chapter 9: Environmental Modeling
Chapter 10: Procedural Audio: Beyond Samples
Chapter 11: Adaptive Mixing
Chapter 12: Audio Data Reduction
- The Genesis of Audio In Games
- From Sample Playback to Procedural Audio
- How to Use this book
Chapter 2: The Role of Audio in Interactive and Immersive Environments
- Inform, Entertain, Immerse
- Challenges of Game Audio
Chapter 3: The Game Engine Paradigm
- What is a Game Engine
- SubSystems
Chapter 4: The Audio Engine and Spatial Audio
- Listener, Audio Clips and Audio Sources
- Audio Localization and Distance Cues
Chapter 5: Sound Design, The Art of Effectively Communicating with Sound
- The Art of Sound Design:
- Basic Techniques
Chapter 6: Practical Sound Design
- Setting Up a Sound Design Session and Signal Flow
- Practical Sound Design and Prototyping
Chapter 7: Coding For Game Audio
- Why Learn to Code?
- An intro to C#: Syntax and Basics
- Playing Audio In Unity
Chapter 8: Implementing Audio: Common Scenarios
- Before You Start: Preparing Your Assets
- Ambiences and Loops
Chapter 9: Environmental Modeling
- What is Environmental Modeling
- Distance Modeling
- Additional Factors
Chapter 10: Procedural Audio: Beyond Samples
- Introduction, benefits and drawbacks.
- Practical Procedural Audio: A Wind Machine and a Sword Collision Model
Chapter 11: Adaptive Mixing
- What's in a Mix? Inform and Entertain (again).
- The Unity Audio Mixer
- Snapshots, Automation and Game States
- Good Practices
Chapter 12: Audio Data Reduction
- Digital Audio: A Quick Review
- Data Reduction Strategies
- Data Reduction Good Practices
- Data Reduction In Unity