The essential guide to game audio the theory and practice of sound for games

"The Essential Guide to Game Audio: The Theory and Practice of Sound for Games is a first of its kind textbook and must-have reference guide for everything you ever wanted to know about sound for games. This book provides a basic overview of game audio, how it has developed over time, and how y...

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Detalles Bibliográficos
Otros Autores: Horowitz, Steve, 1964-, author (author), Looney, Scott (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Burlington, Mass. : Focal Press 2014.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628398606719
Tabla de Contenidos:
  • Cover; Half Title; Title; Copyright; Contents; Acknowledgments; Foreword; How to Use This Book and The Application; Note for Educators; Introduction: Why You Need This Book; Opportunity Knocks!; The Portable Market is Exploding; Level 1: AAA (Animation, Art, Audio): Making Sense of Sound for Games; What's a Platform?; A Video Game's Structure; Is it a Story or is it Interactivity?; "Make It So"-The Game Controller; Let's Make Some Noise; Level 2: On the Road-to NOW! A Brief History of Games and Game Audio; The First Video Games; More or Less; 1940-1970: The Silent Era of Video Games
  • 1970-1980: Early Arcade Games and ConsolesThe Golden Age of the Arcade; 1990s; The Rise of Home Computers; 2000s; Level 3: My Non-Linear Life: Audio for Interactive Environments; Challenges of Interactive Media; Digital Sampling Basics; Audio Compression; Early Console and Arcade Game Development Challenges; Console and Arcade Workflow Improvements and Challenges; FM Emerges, MIDI Helps Out Too; Why Use MIDI?; Digital Audio Enters the Picture; CD-ROM Saves the Day?; PC Gaming Comes of Age; Game Audio in the Modern Age of Games and Consoles; Middleware
  • Level 4: What Is Hip? Styles and Genres: Welcome to Acronym HellThe Flavor Pill; Gameplay Mechanics; Evolution of Games; No Joke-PC Games Get Serious; Level 5: Bleeps, Blops, Clicks, and Pops: Sound Design in Games; The History of Sound Design; Sound Effects Layers; Formats for Sound Files; Open, Compressed Audio File Formats; Birth of Sound Design in a Game; The Asset List; Where do Sounds Come From?; Editing Techniques; Creating Your Own Sounds; Meet the Team; Level 6: Compose Yourself! The Art of Composing for Games; Music Creation for Media; A New Breed of Composer; Modern Day
  • Speaking of MusicGame Music Form and Structure; Music Gets Dynamic; Teasing Apart the Terms Interactive Music and Adaptive Music; Elements of Game Music; The Music Team; Level 7: Do you Hear That Voice in My Head? Voice-Over for Games; Voices; Highlights in Game Voice-Over; Voice-Over Functions in Games; Who's Who in Voice-Over Production; Dialogue Production Basics; How Microphones Work; Studio Recording Session Overview; Dialogue Production for Video Games; Level 8: Meet the Middleman: Understanding Audio Middleware; The Old School; Why Do We Need Middleware?; Audio Middleware Lets You. . .
  • 3D Sound in GamesObstruction; Audio Engine Needs; Audio Middleware Structure; The Other Side of the Fence-The API; Current Middleware Tools; Other Middleware of Note; Level 9: The Early Bird Gets the Worm: Preparing Your Audio; Mixing for Games; Audio Preparation for Game Engines; Just So You Know. . . .; The Importance of Looping in Games; Creating Perfect Loops; Audio Format Choices; Level 10: 'Silly Human...': How Game Engines Think; Background of Game Engines; Current Game Engines; Structure of a Game Engine; How a Game Engine Thinks About Sound
  • The Importance of Testing and Design Iteration