Video & Electronic Games

Game Audio Implementation: A Practical Guide Using the Unreal Engine

Routledge - If you've always wanted to hear your sound or music in a real game then this is the book for you. Game audio implementation offers a unique practical approach to learning all about game audio. The accompanying website www. Gameaudioimplementation. Com includes: 12 downloadable demonstration gamesA unique exercise level for you to develop for your portfolioAn up-to-date online bibliography with further reading for each chapterA free sound library with hundreds of game SFX .

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. 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.

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Sound Design: The Expressive Power of Music, Voice and Sound Effects in Cinema

Michael Wiese Productions - Offers user-friendly knowledge and stimulating exercises to help compose story, develop characters and create emotion through skillful creation of the sound track.

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Maximizing Game Feel Through Sound: A Composer/Sound Designer’s Approach to Upgrading your Game’s Impact

- Why does so much of the industry focus on sight, akash shows you in this step-by-step guide--which can be absorbed in less than an hour--just how to take advantage of the sound design secrets that your competitors are ignoring, while treating sound as an afterthought to be tacked on in the final part of 1-5 year game development process? Arguing that killer sound is a massively under-explored area for explosive improvements in game feel, thus leaving them in the dust when it comes to game feel.

The first comprehensive sound design methodology in the industry, discover why Maximizing Method is the hidden advantage you’ve always wanted but never knew you needed. It maximizes the emotional stickiness and game feel of your games, through vastly better and more integrated sound. Akash thakkar was the sound designer for both.

It maximizes creativity, flow, ease, and stress-reduction in your team’s creative process around sound. How did akash achieve such stunning results--producing sound for two best-selling indie games? The answer is simple, and you can learn it too in the short pages of this book: the Maximizing Method.

Maximizing Game Feel Through Sound: A Composer/Sound Designer’s Approach to Upgrading your Game’s Impact - It’s called “maximizing, ” because it maximizes the quality of the sound on your games. It maximizes cost savings. At the “indie game revolution” exhibit at the Museum of Pop Culture in Seattle, two games are featured as exemplary of the revolution, Hyper Light Drifter and Infinifactory. Until now.

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Sound Effects Bible: How to Create and Record Hollywood Style Sound Effects

Michael Wiese Productions - The book covers topics such as microphone selection, the ABCs of digital audio, field recorders, understanding Digital Audio Workstations, building your own Foley stage, and more. The sound effects Bible is a complete guide to recording and editing sound effects.

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Game Audio Programming: Principles and Practices

CRC Press - Each chapter contains techniques that the authors have used in shipping games, with plenty of code examples and diagrams. There are chapters on the fundamentals of audio representation and perception; advanced usage of several different audio middleware platforms Audiokinetic Wwise, or just the one who got saddled with the audio code, CRI ADX2, and FMOD Studio; advanced topics including Open Sound Control, and Dynamic Game Data; and more!Whether you’re an audio programmer looking for new techniques, Vector-Based Amplitude Panning, an up-and-coming game developer looking for an area to focus on, this book has something for you.

. Welcome to game audio programming: principles and Practices! This book is the first of its kind: an entire book dedicated to the art of game audio programming. With over fifteen chapters written by some of the top game audio programmers and sound designers in the industry, this book contains more knowledge and wisdom about game audio programming than any other volume in history.

Game Audio Programming: Principles and Practices - One of the goals of this book is to raise the general level of game audio programming expertise, so it is written in a manner that is accessible to beginners, while still providing valuable content for more advanced game audio programmers.

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Aaron Marks' Complete Guide to Game Audio: For Composers, Sound Designers, Musicians, and Game Developers

A K Peters/CRC Press - Aaron marks’ complete guide to Game Audio serves as the ultimate survival guide to navigating an audio career in the video game industry. These sample contracts can also be found as a downloadable zip for the reader’s convenience. Sample contracts are reviewed within the text as well as helpful advice about contractual terms and negotiable points.

Whether trying to land that first big gig or working to perfect the necessary skills to fill a game world with sound, Aaron Marks’ Complete Guide to Game Audio 3rd edition will teach the reader everything they need to know about the audio side of the multi-million dollar video game industry. Aaron marks also explores how to set your financial terms and network efficiently along with examples of how projects can go completely awry and achieving the best results in often complicated situations.

Aaron Marks' Complete Guide to Game Audio: For Composers, Sound Designers, Musicians, and Game Developers - The tools of the trade excerpts will showcase what professionals, like Marty O’Donnell, Richard Jacques and Tom Salta, use to create their work and to help newcomers in the field prepare their own sound studios. This book builds upon the success of the second edition with even more expert advice from masters in the field and notes current changes within the growing video game industry.

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Writing Interactive Music for Video Games: A Composer's Guide Game Design

Addison-Wesley Professional - Coverage includes overcoming the unique challenges of writing for games composing music that can adapt in real time to player actions Developing thematic ideas Using audio middleware to create advanced interactive scores Working effectively with game development teams Understanding the life of a video game composer Managing contracts, rights, estimating, and negotiation Finding work   The companion website contains software tools to help you master interactive music concepts explored in this book, with additional resources and links to learn more about scoring for games.

In addition, this guide covers the business side of video game composition, sharing crucial advice about contracts, pricing, sales, and marketing. This book is a must read for newcomers and experienced composers wanting to learn more about the art of video game composition. Chuck doud, this guide covers everything professional composers and music students need to know about composing interactive music for video games, Sony Computer Entertainment Worldwide Studios   All You Need to Know to Create Great Video Game Music   Written by the developer of Berklee School of Music’s pioneering game scoring program, Director of Music, and contains exclusive tools for interactive scoring—tools that were previously available only at Berklee.

Writing Interactive Music for Video Games: A Composer's Guide Game Design - See appendix A for details. Next, he walks you through the entire music composition process, from initial conceptualization and creative direction through implementation. Inside, you’ll find dozens of examples that illustrate adaptive compositional techniques, from small downloadable games to multimillion dollar console titles.

. Drawing on twenty years of professional experience in the game industry, Michael Sweet helps you master the unique language of music storytelling in games.

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Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design The MIT Press

The MIT Press - Finally, she discusses the difficulties posed by nonlinearity and interactivity for the composer of game music. Collins focuses first on the historical development of game audio, from penny arcades through the rise of home games and the recent rapid developments in the industry. And yet game sound has been neglected in the growing literature on game studies.

She then examines the production process for a contemporary game at a large game company, discussing the roles of composers, sound designers, voice talent, and audio programmers; considers the growing presence of licensed intellectual property particularly popular music and films in games; and explores the function of audio in games in theoretical terms.

Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design The MIT Press - Game sound has two underlying themes: how and why games are different from or similar to film or other linear audiovisual media; and technology and the constraints it has placed on the production of game audio. This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism.

In game sound, patent documents, fan sites, magazines, internet articles, industry conferences, sound designers, voice-over actors and other industry professionals, the games themselves—to offer a broad overview of the history, of course, theory, and, Karen Collins draws on a range of sources—including composers, and production practice of video game audio.

An examination of the many complex aspects of game audio, from the perspectives of both sound design and music composition. A distinguishing feature of video games is their interactivity, sound effects, and sound plays an important role in this: a player's actions can trigger dialogue, ambient sound, and music.

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Game Audio Development with Unity 5.X: Design a blockbuster game soundtrack with Unity 5.X

Packt Publishing - You will then go through the creation of sound visualization techniques and creating your own original music using the simple yet powerful audio workstation Reaper. So if you are a game developer with an eye on capturing the gamer market then this book is the right solution for you. In this book, we will take you through a step by step journey which will teach you to implement original and engaging soundtracks and SFX with Unity 5.

X. You will be firstly introduced to the basics of game audio and sound development in Unity. You will also learn to develop dynamic and adaptive audio using the Unity Audio Mixer. In his current role, he develops integrated GIS applications with advanced spatial search capabilities. Key featuresexplore the basics of audio development in Unity to create spatial sound, effects, composition, mixing, adaptive audio and more.

Game Audio Development with Unity 5.X: Design a blockbuster game soundtrack with Unity 5.X - Leverage the Audio Mixer of Unity 5. X to create blockbuster sound and music for your game. Learn about developing professional audio for games with FMOD Studio and composing original music with Reaper. Build amazing audio synchronized graphic visualizations with Unity. Understand how real-time character lip syncing can be implemented.

Book descriptiongame audio is one of the key components in making a game successful and it is quite popular in the gaming industry.

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The Essential Guide to Game Audio: The Theory and Practice of Sound for Games

Routledge - The practical, easy to understand interactive examples provide hands-on experience applying the concepts in real world situations. This book provides a basic overview of game audio, how it has developed over time, and how you can make a career in this industry. 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.

Each chapter gives you the background and context you will need to understand the unique workflow associated with interactive media.

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Getting Started with C++ Audio Programming for Game Development

Packt Publishing - In detailaudio plays a fundamental role in video games. From music to sound effects or dialogue, convey the mood, it helps to reinforce the experience, and give feedback to the player. Whether you need to play only a few audio files or you intend to design a complex audio simulation, this book will help you get started enhancing your game with audio programs.

Getting started with c++ audio programming for game Developers covers a broad range of topics – from loading and playing audio files to simulating sounds within a virtual environment and implementing interactive sounds that react to events in the game. The book starts off with an explanation of the fundamental audio concepts, after which it proceeds to explain how to use the FMOD Ex library, how to implement a 3D audio simulation, how to use the FMOD Designer toolkit, and how best to work with multi-layered sounds with complex behaviors attached to them.

You can achieve this in your games with the help of the FMOD library. Presently, many games have achieved commercial success by incorporating game sounds that have enhanced the user experience. This book provides you with a practical guide to implementing the FMOD toolkit in your games. Getting started with c++ audio programming for Game Developers is a quick and practical introduction to the most important audio programming topics that any game developer is expected to know.

Getting Started with C++ Audio Programming for Game Development - The final part of the book deals with working with audio at a much lower level by manipulating audio data directly. This book will provide you with a good foundation so that you can successfully implement audio into your games and begin pursuing other advanced topics in audio programming with confidence.

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