Game audio implementation a practical guide using the unreal engine

Detalles Bibliográficos
Autor principal: Stevens, Richard, 1971- (-)
Otros Autores: Raybould, Dave
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 &lt
  • Set Pitch Multiplier&gt
  • 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.