1st Edition

Principles of Game Audio and Sound Design Sound Design and Audio Implementation for Interactive and Immersive Media

By Jean-Luc Sinclair Copyright 2020
312 Pages
by Focal Press

312 Pages
by Focal Press

312 Pages
by Focal Press

Principles of Game Audio and Sound Design is a comprehensive introduction to the art of sound for games and interactive media using Unity. This accessible guide encompasses both the conceptual challenges of the artform as well as the technical and creative aspects, such as sound design, spatial audio, scripting, implementation and mixing. Beginning with basic techniques, including linear and... Read more

Chapter 1: Introduction

  1. The Genesis of Audio In Games
  2. From Sample Playback to Procedural Audio
  3. How to Use this book

Chapter 2: The Role of Audio in Interactive and Immersive Environments

    1. Inform, Entertain, Immerse
    2. Challenges of Game Audio

Chapter 3: The Game Engine Paradigm

  1. What is a Game Engine
  2. SubSystems

 Chapter 4: The Audio Engine and Spatial Audio

  1. Listener, Audio Clips and Audio Sources
  2. Audio Localization and Distance Cues

Chapter 5: Sound Design, The Art of Effectively Communicating with Sound

  1. The Art of Sound Design:
  2. Basic Techniques

 

Chapter 6: Practical Sound Design

  1. Setting Up a Sound Design Session and Signal Flow
  2. Practical Sound Design and Prototyping

Chapter 7: Coding For Game Audio

    1. Why Learn to Code?
    2. An intro to C#: Syntax and Basics 
    3. Playing Audio In Unity

 

Chapter 8: Implementing Audio: Common Scenarios

    1. Before You Start: Preparing Your Assets 
    2. Ambiences and Loops

 

Chapter 9: Environmental Modeling

  1. What is Environmental Modeling
  2. Distance Modeling
  3. Additional Factors

 

Chapter 10: Procedural Audio: Beyond Samples

  1. Introduction, benefits and drawbacks.
  2.  

  3. Practical Procedural Audio: A Wind Machine and a Sword Collision Model

 

Chapter 11: Adaptive Mixing

  1. What’s in a Mix? Inform and Entertain (again).
  2. The Unity Audio Mixer
  3. Snapshots, Automation and Game States
  4. Good Practices

 Chapter 12: Audio Data Reduction

  1. Digital Audio: A Quick Review
  2. Data Reduction Strategies
  3. Data Reduction Good Practices
  4. Data Reduction In Unity

Biography

Jean-Luc Sinclair has been a pioneer in the field of game audio since the mid-1990s. He has worked with visionaries such as Trent Reznor and Id Software and has been an active producer and sound designer in New York since the early 2000s. He is currently a professor at Berklee College of Music in Boston and at New York University, where he has designed several classes on the topic of game audio, sound design and software synthesis.