1st Edition
Principles of Game Audio and Sound Design Sound Design and Audio Implementation for Interactive and Immersive Media
Chapter 1: Introduction
- The Genesis of Audio In Games
- From Sample Playback to Procedural Audio
- How to Use this book
Chapter 2: The Role of Audio in Interactive and Immersive Environments
- Inform, Entertain, Immerse
- Challenges of Game Audio
Chapter 3: The Game Engine Paradigm
- What is a Game Engine
- SubSystems
Chapter 4: The Audio Engine and Spatial Audio
- Listener, Audio Clips and Audio Sources
- Audio Localization and Distance Cues
Chapter 5: Sound Design, The Art of Effectively Communicating with Sound
- The Art of Sound Design:
- Basic Techniques
Chapter 6: Practical Sound Design
- Setting Up a Sound Design Session and Signal Flow
- Practical Sound Design and Prototyping
Chapter 7: Coding For Game Audio
- Why Learn to Code?
- An intro to C#: Syntax and Basics
- Playing Audio In Unity
Chapter 8: Implementing Audio: Common Scenarios
- Before You Start: Preparing Your Assets
- Ambiences and Loops
Chapter 9: Environmental Modeling
- What is Environmental Modeling
- Distance Modeling
- Additional Factors
Chapter 10: Procedural Audio: Beyond Samples
- Introduction, benefits and drawbacks.
- Practical Procedural Audio: A Wind Machine and a Sword Collision Model
Chapter 11: Adaptive Mixing
- What’s in a Mix? Inform and Entertain (again).
- The Unity Audio Mixer
- Snapshots, Automation and Game States
- Good Practices
Chapter 12: Audio Data Reduction
- Digital Audio: A Quick Review
- Data Reduction Strategies
- Data Reduction Good Practices
- 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.






