Game audio implementation a practical guide using the unreal engine
Autor principal: | |
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Otros Autores: | |
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
London :
Focal Press
2016.
|
Edición: | 1st ed |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629997006719 |
Tabla de Contenidos:
- Cover
- Title
- Copyright
- Contents
- Acknowledgements
- Introduction
- Approaches to the Book
- 00 Loading Sequence: Quick Start
- Setting up the Demo Projects
- Navigation of the Game World
- Version Control and Auto-saves
- Looking and Moving
- Views
- Bookmarks
- Moving/Looking
- In-game Actors: Finding and Changing Your First Sound
- Navigating the Assets and the Content Browser
- Filtering Results
- Navigating the Game System: Blueprints
- Preparing Assets for Import
- Editing
- Sample Rates and File Formats
- Looping
- Importing Assets
- Folder Structures and Naming Conventions
- Conclusion
- 01 Sound Part A: Ambience and Environment
- Introduction
- Ambience
- Types of Sound
- Area Loops
- Source Loops
- Filter over Distance
- Area Loops and Source Loops: Attention to Detail
- Sound Cues
- Adding Sounds to Sound Cues
- Source One-shots
- Polyphonic or Overlapping One-shots
- Player-oriented One-shots
- One-shots: Sourcing and Masking
- Embedding Source Sounds into Game Actor Blueprints
- Ambience Recap: An Artist's Approach
- Occlusion Issues
- Triggers and Switching Ambience
- Reverb
- Triggering Sounds with Key or Controller Input
- Trigger Use Events
- Conclusion
- 02 Sound Part B: Procedural Sound Design
- Introduction
- Sample Rates and Audio Compression
- Sample Rates Revisited
- Audio File Compression
- Sequenced Variation
- Time-based Variation
- Asynchronous Loops
- Random Time: Blocks
- Random Time: Fragments
- Controlling Random Events: Clusters of Activity
- Concatenation
- Concatenation for Variation in Loops
- Layered Concatenation
- Concatenation for a Chain of Events
- Concatenate Sample Rates
- Multiple Start Points
- Layered Variation
- Simple Random Combinations
- Random Combinations with Individualized Pitch and Delays.
- Deconstructing a Sound for Procedural Use
- Scalability
- Modulation/Modifiers for Variation
- Pitch
- Reuse Sounds for Different Sized Sources
- Transformative Reuse
- Pitch Envelopes
- Volume
- One-shot Volume Envelopes
- Looping Volume Envelopes
- Oscillation
- Wavetables
- Parameterization = Interactivity
- Swapping out Sounds with -Branch-
- Parameters to Pitch with <
- Set Pitch Multiplier>
- Parameter-based Crossfades with -Crossfade by Param-
- Using User-defined Curves
- Monitoring Memory and Level Streaming Approaches
- Asset Checking
- Memory Checking
- Level Streaming
- Sound Streaming
- Conclusion
- 03 Music Part A: Quick Start
- Introduction
- Interactive Music Principles
- Playlists
- Level Music, Loops, and Decay Tails
- Decay Tails
- Loop with Integrated Decay
- Play Then Loop
- Looping Manually
- Stingers/Ornamental Forms
- Simple Parallel Forms
- Simple Transitional Forms
- Conclusion
- 04 Music Part B: Basics and Parallel Forms
- Introduction
- Music Basics
- Source Music
- One-shots
- Music for Timed Events
- Ornamental Forms/Stingers
- Parallel Forms
- Switching or Fading Layers (Parallel Forms for Orientation)
- Using Variables to Determine Volume (Parallel Forms for Proximity)
- Linear Variables to Volume
- Curves to Volume
- Mix Automation for Parallel Layers
- Conclusion
- 05 Music Part C: Transitional Forms
- Introduction
- Clunky Transitions
- Nasty
- Crossfades (and When to Use Them)
- Masking Transitions
- Musical Transitions
- Working with Chunks: Measure-based Transitions
- Decay Tails Revisited
- Controlling a Switch
- Transitioning on Measure in Longer Pieces
- Pre-syncs or Ramps
- Aligned Transitions
- Putting It Together
- A Musical Conclusion
- 06 Dialogue
- Introduction
- Randomization
- Better than Random? Randomize without Replacement.
- Dialogue for Advice
- Timed Help Advice
- Triggered Advice
- Dialogue Interrupts
- Bad/Better/Better-er
- Conditions and Dialogue Choices
- Simple Conditions and Dialogue Choices
- Counts to Dialogue Choices
- Tracking Multiple Actions or Inventory for Dialogue Choice
- Conditions to Sound Cue Branching Choices
- Branching Dialogue
- Characters, Contexts, and Dialogue Choices
- Localization or Localisation?
- Conclusion
- 07 Making It Real
- Introduction
- Sound Propagation
- Reverb: Advanced
- Nested Reverbs and Prioritization
- Reverb: Prebake
- Spatialization
- Sound Source Types
- Directional and Diffuse Sources
- Distance Attenuation and Detail over Distance
- Filter over Distance
- Detail over Distance
- Occlusion, Obstruction, and Exclusions
- Occlusion
- Ambient Zones
- Prioritization of Zones
- Obstructions and Exclusions
- Dynamic Occlusion
- Moving Objects and Moving Sounds
- Sounds That Move
- Moving Sound Sources with Matinee
- Creating Movement
- Moving Objects That Make Sound
- Rotating Doors
- Open/Opening Loops
- Matinee Events for Mechanical Systems
- Matinee Sound Track
- Physics
- Speed of Sound
- Doppler
- Doppler: Faking It
- Collisions
- Simple Object Collisions
- Velocity to Collision Sounds
- Sliding, Rolling, and Scraping
- Physics-based Collisions: Cascading Physics
- Prioritization: Number of Voices Control
- Animations
- Footsteps 01: Anim Notifies
- Footsteps 02: Surfaces
- Footsteps 03: Creep/Walk/Run
- Footsteps 04: Foley or Weapon Carrying Layers
- Footsteps 05: Other Notes
- Cameras and Cutscenes
- Cameras and the Listener
- Separating the Camera and Listener Position
- Conclusion
- 08 Making It Good
- Introduction
- Mixing
- General Mixing Principles
- Reference Levels
- Sound Classes and Sound Mixes: The Unreal Engine Mixing System.
- Sound Class Properties
- The Roles and Functions of Game Audio
- The I.N.F.O.R.M. Model
- Instruction
- Sound Mix: Triggered Ducking
- Sound Mix: Triggered EQ
- Passive/Automatic Mix Changes
- Sound Mix: Base Sound Mix and Mix Modifiers
- Notification
- Character State
- NPC State
- Object State
- Game State
- Feedback
- Pickups
- HUD Interactions
- Orientation
- Navigate
- Attract
- Repel
- Rhythm-action
- Mechanic
- Recall/Learn
- Decoy
- Mask
- Testing the Mix
- Conclusion: Audio Concepting
- 09 Advanced: Weapons
- Introduction
- System
- One-shot, Retriggered, or Loop?
- One-shot
- Retriggered
- Retriggered with Tail
- Loop with Tail
- Looping Beam Weapons
- Projectiles
- Feedback
- Environment and Distance Elements
- Environment Layers
- Distance Layers
- Bullets
- Impacts
- Casings
- Whizzbys
- Conclusion
- 10 Advanced: Vehicles
- Introduction
- Simple Velocity to Pitch
- Crossfading Elements
- Pitch Curves for Automatic Gears
- Smooth Operator
- Surface/Tire Layers
- Skids
- Additional Elements
- Engage/Disengage
- Turbo Dump
- Impact and Damage Layer
- Wind Layer
- Engine Load/Stress Layer
- Car Body Movement or Suspension Layer
- Vehicle Cameras
- Conclusion
- 11 Advanced: Sports Dialogue and Crowds
- Introduction
- Crowd Systems
- Randomized Crowd
- Crowd Excitement Levels
- Commentary
- Color Commentary
- Concatenated Dialogue for Play-by-play Commentary
- Considerations for Concatenated Dialogue
- Dialogue Queues
- Conclusion
- 12 Advanced: Music
- Introduction
- Harmonically and Rhythmically Aware Stingers
- Harmonically Appropriate Stingers
- Rhythmically-synched Stingers
- Sequenced Melodies
- Play for Proximity
- Chained Melodic Pickups
- Algorithmic or Procedural Forms
- Generative Combinations
- Granular Note-level Sequences
- Using Random Seeds.
- Rhythm-action
- Graphically Led
- Call and Response
- Conclusion
- Conclusion
- Appendix A: Core Concepts
- Key and Gamepad Inputs
- Events and Triggers
- Manipulating Actors
- Referencing In-game Actors within Blueprints
- Variables, Parameters, Numbers, and Arrays
- Transforming and Constraining Variables and Parameters
- Reading through Curves
- Evaluating Variables and Parameters
- Routing Decisions and Events
- Custom Events
- Controlling Audio Components
- Sound Cue Nodes
- Console Commands
- Others
- Matinee
- Attaching Actors to other Actors
- Timeline
- Audio Finished
- Timer
- Appendix B: Blueprint Primer
- Navigating, Creating and Connecting
- Events and the Programming Paradigm
- Compiling Blueprints
- Actor Blueprints
- Structures
- The Graph Action Menu
- Creating Nodes between Existing Connections
- Finding Things in Blueprints
- Communicating between Blueprints
- Casting
- Event Dispatcher
- Getting References to Spawned Actors
- Appendix C: Testing, Troubleshooting, and Good Practice
- Watching Blueprints
- Print String
- Auto-Save Recovery
- Organizing and Commenting
- Working in Separate Audio-only Levels
- Tips for Slow Running
- Index.