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Book Cover
E-book
Author Sinclair, Jean-Luc, author.

Title Principles of game audio and sound design : sound design and audio implementation for interactive and immersive media / Jean-Luc Sinclair
Published Milton : Taylor & Francis Group, 2020

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Description 1 online resource (xv, 295 pages) : illustrations
Contents Cover -- Half Title -- Title Page -- Copyright Page -- BRIEF CONTENTS -- DETAILED CONTENTS -- 1 Introduction -- 1 The Genesis of Audio in Games -- 2 From Sample Playback to Procedural Audio -- 3 How to Use This Book -- What This Book Is -- What This Book Isn't -- 2 The Role of Audio in Interactive and Immersive Environments -- 1 Inform, Entertain, Immerse -- 1 Inform: How, What -- a Geometry/Environment: Spatial Awareness -- b Distance -- c Location -- d User Feedback and Game Mechanics -- 2 Entertain -- a Sound Design -- b Music and the Mix -- 3 Defining Immersion
2 Challenges of Game Audio -- 1 Implementation -- 2 Repetition and Fatigue Avoidance -- 3 Interactive Elements and Prototyping -- 4 Physics -- 5 Environmental Sound Design and Modeling -- 6 Mixing -- 7 Asset Management and Organization -- 3 The Game Engine Paradigm -- 1 What Is a Game Engine -- The Unity3D Project Structure -- 1 Level Basics 101 -- a 2D, 3D and Cartesian Coordinates -- b World Geometry -- c Lighting -- d Character Controllers -- e Cameras -- 2 Elements of a Level -- a Everything Is an Object -- b Transform -- c Sprites -- d Meshes -- e Models -- f Textures -- g Shaders
H Materials -- i Terrain -- j Skyboxes -- k Particles Systems -- l Colliders -- m Triggers/Trigger Zones -- n Lighting -- o Audio -- p Prefabs -- 2 Sub Systems -- 1 Animation -- 2 Input -- 3 Physics -- Rigidbodies and Collision Detection -- Physics Materials -- Triggers -- Raycasting -- 4 Audio -- 5 Linear Animation -- 6 Additional Sub Systems -- 4 The Audio Engine and Spatial Audio -- 1 Listeners, Audio Clips and Audio Sources -- 1 The Audio Listener -- Audio Clips -- Audio Sources -- 2 Audio Source Parameters -- 3 Attenuation Shapes and Distance -- a Spherical Spreading
B Sound Cones -- Directional Audio Sources -- c Square/Cube -- d Volumetric Sound Sources -- e 2D, 3D or 2.5D Audio? -- 4 Features of Unity's Audio Engine -- a Audio Filters -- b Audio Effects -- c Audio Mixers -- 2 Audio Localization and Distance Cues -- 1 Distance Cues -- a Loudness -- b Dry to Reflected Sound Ratio -- c Low Pass Filtering With Distance -- d Spatial Width -- 2 Localization Cues -- a Localization on the Horizontal Plane -- b Localization on the Vertical Plane -- 3 Implementing 3D Audio -- a Object-based Audio and Binaural Renderings -- b Working With HRTFs
C Multichannel Audio and Ambisonics -- 4 Optimizing Sound Design for Spatialization -- a Putting It all Together -- b Working With 2D and Multichannel Audio -- c Working With Ambisonics -- d Working With Object-Based Audio -- 5 Sound Design -- The Art of Effectively Communicating With Sound -- 1 The Art of Sound Design -- 1 A Brief History of Sound Design -- 2 Sound Design -- Basic Considerations -- a Effective Sound Design -- b Sound Design Guidelines -- 3 Getting the Right Tools -- a Equalization -- b Dynamic Range -- c Reverberation -- d Harmonic Processors -- e Metering Tools -- f Utilities
Summary "Principles of Game Audio and Sound Design is 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. Beginning with basic techniques, including linear and interactive sound design, before moving on to advanced techniques, such as procedural audio, Principles of Game Audio and Sound Design is supplemented by a host of digital resources, including a library of ready-to-use, adaptable scripts. This thorough introduction provides the reader with the skills and tools to combat the potential challenges of game audio independently. Principles of Game Audio and Sound Design is the perfect primer for beginner- to intermediate-level readers with a basic understanding of audio production and Unity who want to learn how to gain a foothold in the exciting world of game and interactive audio"-- Provided by publisher
Notes Print version record
Subject Video games -- Programming.
Sound -- Recording and reproducing -- Digital techniques.
Computer sound processing.
Video games -- Sound effects.
Video games -- Programming
Computer sound processing
Sound -- Recording and reproducing -- Digital techniques
Video games -- Sound effects
Form Electronic book
ISBN 9781351731126
1351731122