1st Edition

Game Audio Implementation A Practical Guide Using the Unreal Engine

By Richard Stevens, Dave Raybould Copyright 2016
486 Pages
by Routledge

486 Pages
by Routledge

486 Pages
by Routledge

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... Read more

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

 

Biography

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.