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Principles Of Game Audio And Sound Design Sound Design And Audio Implementation For Interactive And Immersive Media 1St Edition 2020 Edition at Meripustak

Principles Of Game Audio And Sound Design Sound Design And Audio Implementation For Interactive And Immersive Media 1St Edition 2020 Edition by Jean-Luc Sinclair, Taylor and Francis

Books from same Author: Jean-Luc Sinclair

Books from same Publisher: Taylor and Francis

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  • General Information  
    Author(s)Jean-Luc Sinclair
    PublisherTaylor and Francis
    ISBN9781138738973
    Pages296
    BindingSoftbound
    LanguageEnglish
    Publish YearApril 2020

    Description

    Taylor and Francis Principles Of Game Audio And Sound Design Sound Design And Audio Implementation For Interactive And Immersive Media 1St Edition 2020 Edition by Jean-Luc Sinclair

    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 interactive sound design, before moving on to advanced techniques, such as procedural audio, Principles of Game Audio and Sound Design is supplemented by a host of digital resources, including a library of ready-to-use, adaptable scripts. This thorough introduction provides the reader with the skills and tools to combat the potential challenges of game audio independently.Principles of Game Audio and Sound Design is the perfect primer for beginner- to intermediate-level readers with a basic understanding of audio production and Unity who want to learn how to gain a foothold in the exciting world of game and interactive audio. Chapter 1: Introduction The Genesis of Audio In GamesFrom Sample Playback to Procedural AudioHow to Use this bookChapter 2: The Role of Audio in Interactive and Immersive EnvironmentsInform, Entertain, ImmerseChallenges of Game AudioChapter 3: The Game Engine ParadigmWhat is a Game EngineSubSystemsChapter 4: The Audio Engine and Spatial AudioListener, Audio Clips and Audio SourcesAudio Localization and Distance CuesChapter 5: Sound Design, The Art of Effectively Communicating with SoundThe Art of Sound Design:Basic TechniquesChapter 6: Practical Sound DesignSetting Up a Sound Design Session and Signal FlowPractical Sound Design and PrototypingChapter 7: Coding For Game AudioWhy Learn to Code?An intro to C#: Syntax and Basics Playing Audio In UnityChapter 8: Implementing Audio: Common ScenariosBefore You Start: Preparing Your Assets Ambiences and LoopsChapter 9: Environmental ModelingWhat is Environmental ModelingDistance ModelingAdditional FactorsChapter 10: Procedural Audio: Beyond SamplesIntroduction, benefits and drawbacks.Practical Procedural Audio: A Wind Machine and a Sword Collision ModelChapter 11: Adaptive MixingWhat's in a Mix? Inform and Entertain (again).The Unity Audio MixerSnapshots, Automation and Game StatesGood PracticesChapter 12: Audio Data ReductionDigital Audio: A Quick ReviewData Reduction StrategiesData Reduction Good PracticesData Reduction In Unity



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