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.
Inhaltsverzeichnis
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