ISBN-10:
1138777242
ISBN-13:
9781138777248
Pub. Date:
10/27/2015
Publisher:
Taylor & Francis
Game Audio Implementation: A Practical Guide Using the Unreal Engine / Edition 1

Game Audio Implementation: A Practical Guide Using the Unreal Engine / Edition 1

by Richard Stevens, Dave Raybould

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Overview

Game Audio Implementation: A Practical Guide Using the Unreal Engine / Edition 1

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

Product Details

ISBN-13: 9781138777248
Publisher: Taylor & Francis
Publication date: 10/27/2015
Pages: 486
Sales rank: 1,098,460
Product dimensions: 7.50(w) x 9.25(h) x 0.90(d)

About the Author

Richard Stevens leads the Masters in Sound and Music for Interactive Games program at Leeds Beckett University, and promotes the games audio education and research through international conference talks, publications, panels, and workshops.

Dave Raybould is Senior Lecturer at Leeds Beckett University where he teaches games audio, sound design, and synthesis. In his time off he likes to relax by being chased and bitten by police dogs.

Table of Contents

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

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