Buch, Englisch, 486 Seiten, Format (B × H): 189 mm x 233 mm, Gewicht: 1028 g
A Practical Guide Using the Unreal Engine
Buch, Englisch, 486 Seiten, Format (B × H): 189 mm x 233 mm, Gewicht: 1028 g
ISBN: 978-1-138-77724-8
Verlag: CRC Press
Game Audio Implementation offers a unique practical approach to learning all about game audio. If you've always wanted to hear your sound or music in a real game then this is the book for you. Each chapter is accompanied by its own game level where you can see the techniques and theories in action before working through over 70 exercises to develop your own demo level. Taking you all the way from first principles to complex interactive systems in the industry standard Unreal Engine© you’ll gain the skills to implement your sound and music along with a deep transferable knowledge of the principles you can apply across a range of other game development tools.
The accompanying website (www.gameaudioimplementation.com) includes:
- 12 downloadable demonstration games
- A unique exercise level for you to develop for your portfolio
- An up-to-date online bibliography with further reading for each chapter
- A free sound library with hundreds of game SFX
Zielgruppe
Professional Practice & Development
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Interaktionsdesign für Computerspiele
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Digitale Musik
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Spiele-Programmierung, Rendering, Animation
- Mathematik | Informatik EDV | Informatik Informatik Tonsignalverarbeitung
Weitere Infos & Material
Acknowledgments
Introduction
Chapter 00: Loading Sequence: Quick Start
Chapter 01: Sound Part A: Ambience and Environment
Chapter 02: Sound Part B: Procedural Sound Design
Chapter 03: Music Part A: Quick Start
Chapter 04: Music Part B: Basics and Parallel Forms
Chapter 05: Music Part C: Transitional Forms
Chapter 06: Dialogue
Chapter 07: Making it Real
Chapter 08: Making it Good
Chapter 09: Advanced: Weapons
Chapter 10: Advanced: Vehicle
Chapter 11: Advanced: Sports Dialogue and Crowds
Chapter 12: Advanced: Music
Conclusion
Appendix A: Core Concepts
Appendix B: Blueprint Primer
Appendix C: Testing, Troubleshooting, and Good Practice
Credits
Quick Reference