Author: Ciarán Robinson
Publisher:
ISBN: 9781138315976
Category : Computer games
Languages : en
Pages : 264
Book Description
Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website.
Game Audio with Fmod and Unity
Author: Ciarán Robinson
Publisher:
ISBN: 9781138315976
Category : Computer games
Languages : en
Pages : 264
Book Description
Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website.
Publisher:
ISBN: 9781138315976
Category : Computer games
Languages : en
Pages : 264
Book Description
Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website.
Game Audio with FMOD and Unity
Author: Ciarán Robinson
Publisher: Routledge
ISBN: 0429850336
Category : Technology & Engineering
Languages : en
Pages : 394
Book Description
Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website.
Publisher: Routledge
ISBN: 0429850336
Category : Technology & Engineering
Languages : en
Pages : 394
Book Description
Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website.
Game Audio Development with Unity 5.X
Author: Micheal Lanham
Publisher: Packt Publishing Ltd
ISBN: 1787120805
Category : Computers
Languages : en
Pages : 394
Book Description
Create 'AAA' quality game audio with new features and tools built for Unity About This Book Explore the basics of audio development in Unity to create spatial sound, mixing, effects, composition, adaptive audio and more. Leverage the Audio Mixer of Unity 5.x to create blockbuster sound and music for your game. Learn about developing professional audio for games with FMOD Studio and composing original music with Reaper. Build amazing audio synchronized graphic visualizations with Unity. Understand how real-time character lip syncing can be implemented. Who This Book Is For The ideal target audience for this book will be game developers, both Indie as well as semi pro. No prior knowledge of Unity and audio development is assumed, What You Will Learn Develop game audio and other audio effects with Unity Getting familiar with the new Audio Mixer introduced in Unity 5 Implement dynamic and adaptive audio using various tools and strategies Explore interesting ways to incorporate audio into a game with sound visualization Use 3rd party professional audio development tools like FMOD Compose original music and record vocals Understand and troubleshoot audio performance issues In Detail Game Audio is one of the key components in making a game successful and it is quite popular in the gaming industry. So if you are a game developer with an eye on capturing the gamer market then this book is the right solution for you. In this book, we will take you through a step by step journey which will teach you to implement original and engaging soundtracks and SFX with Unity 5.x. You will be firstly introduced to the basics of game audio and sound development in Unity. After going through the core topics of audio development: audio sources, spatial sound, mixing, effects, and more; you will then have the option of delving deeper into more advanced topics like dynamic and adaptive audio. You will also learn to develop dynamic and adaptive audio using the Unity Audio Mixer. Further, you will learn how professional third party tools like FMOD are used for audio development in Unity. You will then go through the creation of sound visualization techniques and creating your own original music using the simple yet powerful audio workstation Reaper. Lastly, you will go through tips, techniques and strategies to help you optimize game audio performance or troubleshoot issues. At the end of the book, you'll have gained the skills to implement professional sound and music. Along with a good base knowledge audio and music principles you can apply across a range of other game development tools. Style and approach This book will have a step by step practical approach where downloadable free games will be given with the book and readers will be free to work with them.
Publisher: Packt Publishing Ltd
ISBN: 1787120805
Category : Computers
Languages : en
Pages : 394
Book Description
Create 'AAA' quality game audio with new features and tools built for Unity About This Book Explore the basics of audio development in Unity to create spatial sound, mixing, effects, composition, adaptive audio and more. Leverage the Audio Mixer of Unity 5.x to create blockbuster sound and music for your game. Learn about developing professional audio for games with FMOD Studio and composing original music with Reaper. Build amazing audio synchronized graphic visualizations with Unity. Understand how real-time character lip syncing can be implemented. Who This Book Is For The ideal target audience for this book will be game developers, both Indie as well as semi pro. No prior knowledge of Unity and audio development is assumed, What You Will Learn Develop game audio and other audio effects with Unity Getting familiar with the new Audio Mixer introduced in Unity 5 Implement dynamic and adaptive audio using various tools and strategies Explore interesting ways to incorporate audio into a game with sound visualization Use 3rd party professional audio development tools like FMOD Compose original music and record vocals Understand and troubleshoot audio performance issues In Detail Game Audio is one of the key components in making a game successful and it is quite popular in the gaming industry. So if you are a game developer with an eye on capturing the gamer market then this book is the right solution for you. In this book, we will take you through a step by step journey which will teach you to implement original and engaging soundtracks and SFX with Unity 5.x. You will be firstly introduced to the basics of game audio and sound development in Unity. After going through the core topics of audio development: audio sources, spatial sound, mixing, effects, and more; you will then have the option of delving deeper into more advanced topics like dynamic and adaptive audio. You will also learn to develop dynamic and adaptive audio using the Unity Audio Mixer. Further, you will learn how professional third party tools like FMOD are used for audio development in Unity. You will then go through the creation of sound visualization techniques and creating your own original music using the simple yet powerful audio workstation Reaper. Lastly, you will go through tips, techniques and strategies to help you optimize game audio performance or troubleshoot issues. At the end of the book, you'll have gained the skills to implement professional sound and music. Along with a good base knowledge audio and music principles you can apply across a range of other game development tools. Style and approach This book will have a step by step practical approach where downloadable free games will be given with the book and readers will be free to work with them.
Game Audio Implementation
Author: Richard Stevens
Publisher: CRC Press
ISBN: 1317679458
Category : Computers
Languages : en
Pages : 513
Book Description
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 from first principles to complex interactive systems in the industry standard Unreal Engine© you’ll gain the skills to implement your sound and music along with a deep transferable knowledge of the principles you can apply across a range of other game development tools. The accompanying website (www.gameaudioimplementation.com) includes: 12 downloadable demonstration games A unique exercise level for you to develop for your portfolio An up-to-date online bibliography with further reading for each chapter A free sound library with hundreds of game SFX
Publisher: CRC Press
ISBN: 1317679458
Category : Computers
Languages : en
Pages : 513
Book Description
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 from first principles to complex interactive systems in the industry standard Unreal Engine© you’ll gain the skills to implement your sound and music along with a deep transferable knowledge of the principles you can apply across a range of other game development tools. The accompanying website (www.gameaudioimplementation.com) includes: 12 downloadable demonstration games A unique exercise level for you to develop for your portfolio An up-to-date online bibliography with further reading for each chapter A free sound library with hundreds of game SFX
Getting Started with C++ Audio Programming for Game Development
Author: David Gouveia
Publisher: Packt Publishing Ltd
ISBN: 1849699100
Category : Computers
Languages : en
Pages : 180
Book Description
This book is a standard tutorial targeted at game developers which aims to help them incorporate audio programming techniques to enhance their gameplay experience.This book is perfect for C++ game developers who have no experience with audio programming and who would like a quick introduction to the most important topics required to integrate audio into a game.
Publisher: Packt Publishing Ltd
ISBN: 1849699100
Category : Computers
Languages : en
Pages : 180
Book Description
This book is a standard tutorial targeted at game developers which aims to help them incorporate audio programming techniques to enhance their gameplay experience.This book is perfect for C++ game developers who have no experience with audio programming and who would like a quick introduction to the most important topics required to integrate audio into a game.
Designing Sound
Author: Andy Farnell
Publisher: MIT Press
ISBN: 0262014416
Category : Computers
Languages : en
Pages : 689
Book Description
A practitioner's guide to the basic principles of creating sound effects using easily accessed free software. Designing Sound teaches students and professional sound designers to understand and create sound effects starting from nothing. Its thesis is that any sound can be generated from first principles, guided by analysis and synthesis. The text takes a practitioner's perspective, exploring the basic principles of making ordinary, everyday sounds using an easily accessed free software. Readers use the Pure Data (Pd) language to construct sound objects, which are more flexible and useful than recordings. Sound is considered as a process, rather than as data—an approach sometimes known as “procedural audio.” Procedural sound is a living sound effect that can run as computer code and be changed in real time according to unpredictable events. Applications include video games, film, animation, and media in which sound is part of an interactive process. The book takes a practical, systematic approach to the subject, teaching by example and providing background information that offers a firm theoretical context for its pragmatic stance. [Many of the examples follow a pattern, beginning with a discussion of the nature and physics of a sound, proceeding through the development of models and the implementation of examples, to the final step of producing a Pure Data program for the desired sound. Different synthesis methods are discussed, analyzed, and refined throughout.] After mastering the techniques presented in Designing Sound, students will be able to build their own sound objects for use in interactive applications and other projects
Publisher: MIT Press
ISBN: 0262014416
Category : Computers
Languages : en
Pages : 689
Book Description
A practitioner's guide to the basic principles of creating sound effects using easily accessed free software. Designing Sound teaches students and professional sound designers to understand and create sound effects starting from nothing. Its thesis is that any sound can be generated from first principles, guided by analysis and synthesis. The text takes a practitioner's perspective, exploring the basic principles of making ordinary, everyday sounds using an easily accessed free software. Readers use the Pure Data (Pd) language to construct sound objects, which are more flexible and useful than recordings. Sound is considered as a process, rather than as data—an approach sometimes known as “procedural audio.” Procedural sound is a living sound effect that can run as computer code and be changed in real time according to unpredictable events. Applications include video games, film, animation, and media in which sound is part of an interactive process. The book takes a practical, systematic approach to the subject, teaching by example and providing background information that offers a firm theoretical context for its pragmatic stance. [Many of the examples follow a pattern, beginning with a discussion of the nature and physics of a sound, proceeding through the development of models and the implementation of examples, to the final step of producing a Pure Data program for the desired sound. Different synthesis methods are discussed, analyzed, and refined throughout.] After mastering the techniques presented in Designing Sound, students will be able to build their own sound objects for use in interactive applications and other projects
The Essential Guide to Game Audio
Author: Steve Horowitz
Publisher: CRC Press
ISBN: 1134595379
Category : Computers
Languages : en
Pages : 254
Book Description
The Essential Guide to Game Audio: The Theory and Practice of Sound for Games is a first of its kind textbook and must-have reference guide for everything you ever wanted to know about sound for games. This book provides a basic overview of game audio, how it has developed over time, and how you can make a career in this industry. Each chapter gives you the background and context you will need to understand the unique workflow associated with interactive media. The practical, easy to understand interactive examples provide hands-on experience applying the concepts in real world situations.
Publisher: CRC Press
ISBN: 1134595379
Category : Computers
Languages : en
Pages : 254
Book Description
The Essential Guide to Game Audio: The Theory and Practice of Sound for Games is a first of its kind textbook and must-have reference guide for everything you ever wanted to know about sound for games. This book provides a basic overview of game audio, how it has developed over time, and how you can make a career in this industry. Each chapter gives you the background and context you will need to understand the unique workflow associated with interactive media. The practical, easy to understand interactive examples provide hands-on experience applying the concepts in real world situations.
The Game Audio Strategy Guide
Author: Gina Zdanowicz
Publisher: Routledge
ISBN: 1351016415
Category : Technology & Engineering
Languages : en
Pages : 343
Book Description
The Game Audio Strategy Guide is a comprehensive text designed to turn both novices and experienced audio designers into technical game audio pros. Providing both a theoretical foundation and practical insights, The Game Audio Strategy Guide offers a thorough look at the tools and methods needed to create industry-quality music and sound design for games. The text is supported by an extensive companion website, featuring numerous practical tutorials and exercises, which allows the reader to gain hands-on experience creating and implementing audio assets for games. The Game Audio Strategy Guide is the essential manual for anyone interested in creating audio for games, inside or outside the classroom.
Publisher: Routledge
ISBN: 1351016415
Category : Technology & Engineering
Languages : en
Pages : 343
Book Description
The Game Audio Strategy Guide is a comprehensive text designed to turn both novices and experienced audio designers into technical game audio pros. Providing both a theoretical foundation and practical insights, The Game Audio Strategy Guide offers a thorough look at the tools and methods needed to create industry-quality music and sound design for games. The text is supported by an extensive companion website, featuring numerous practical tutorials and exercises, which allows the reader to gain hands-on experience creating and implementing audio assets for games. The Game Audio Strategy Guide is the essential manual for anyone interested in creating audio for games, inside or outside the classroom.
Hands-On High Performance with Go
Author: Bob Strecansky
Publisher: Packt Publishing Ltd
ISBN: 178980177X
Category : Computers
Languages : en
Pages : 387
Book Description
Proven methodologies and concurrency techniques that will help you write faster and better code with Go programming Key FeaturesExplore Go’s profiling tools to write faster programs by identifying and fixing bottlenecksAddress Go-specific performance issues such as memory allocation and garbage collectionDelve into the subtleties of concurrency and discover how to successfully implement it in everyday applicationsBook Description Go is an easy-to-write language that is popular among developers thanks to its features such as concurrency, portability, and ability to reduce complexity. This Golang book will teach you how to construct idiomatic Go code that is reusable and highly performant. Starting with an introduction to performance concepts, you’ll understand the ideology behind Go’s performance. You’ll then learn how to effectively implement Go data structures and algorithms along with exploring data manipulation and organization to write programs for scalable software. This book covers channels and goroutines for parallelism and concurrency to write high-performance code for distributed systems. As you advance, you’ll learn how to manage memory effectively. You’ll explore the compute unified device architecture (CUDA) application programming interface (API), use containers to build Go code, and work with the Go build cache for quicker compilation. You’ll also get to grips with profiling and tracing Go code for detecting bottlenecks in your system. Finally, you’ll evaluate clusters and job queues for performance optimization and monitor the application for performance regression. By the end of this Go programming book, you’ll be able to improve existing code and fulfill customer requirements by writing efficient programs. What you will learnOrganize and manipulate data effectively with clusters and job queuesExplore commonly applied Go data structures and algorithmsWrite anonymous functions in Go to build reusable appsProfile and trace Go apps to reduce bottlenecks and improve efficiencyDeploy, monitor, and iterate Go programs with a focus on performanceDive into memory management and CPU and GPU parallelism in GoWho this book is for This Golang book is a must for developers and professionals who have an intermediate-to-advanced understanding of Go programming, and are interested in improving their speed of code execution.
Publisher: Packt Publishing Ltd
ISBN: 178980177X
Category : Computers
Languages : en
Pages : 387
Book Description
Proven methodologies and concurrency techniques that will help you write faster and better code with Go programming Key FeaturesExplore Go’s profiling tools to write faster programs by identifying and fixing bottlenecksAddress Go-specific performance issues such as memory allocation and garbage collectionDelve into the subtleties of concurrency and discover how to successfully implement it in everyday applicationsBook Description Go is an easy-to-write language that is popular among developers thanks to its features such as concurrency, portability, and ability to reduce complexity. This Golang book will teach you how to construct idiomatic Go code that is reusable and highly performant. Starting with an introduction to performance concepts, you’ll understand the ideology behind Go’s performance. You’ll then learn how to effectively implement Go data structures and algorithms along with exploring data manipulation and organization to write programs for scalable software. This book covers channels and goroutines for parallelism and concurrency to write high-performance code for distributed systems. As you advance, you’ll learn how to manage memory effectively. You’ll explore the compute unified device architecture (CUDA) application programming interface (API), use containers to build Go code, and work with the Go build cache for quicker compilation. You’ll also get to grips with profiling and tracing Go code for detecting bottlenecks in your system. Finally, you’ll evaluate clusters and job queues for performance optimization and monitor the application for performance regression. By the end of this Go programming book, you’ll be able to improve existing code and fulfill customer requirements by writing efficient programs. What you will learnOrganize and manipulate data effectively with clusters and job queuesExplore commonly applied Go data structures and algorithmsWrite anonymous functions in Go to build reusable appsProfile and trace Go apps to reduce bottlenecks and improve efficiencyDeploy, monitor, and iterate Go programs with a focus on performanceDive into memory management and CPU and GPU parallelism in GoWho this book is for This Golang book is a must for developers and professionals who have an intermediate-to-advanced understanding of Go programming, and are interested in improving their speed of code execution.
The Audio Programming Book
Author: Richard Boulanger
Publisher: MIT Press
ISBN: 0262014467
Category : Music
Languages : en
Pages : 917
Book Description
An encyclopedic handbook on audio programming for students and professionals, with many cross-platform open source examples and a DVD covering advanced topics. This comprehensive handbook of mathematical and programming techniques for audio signal processing will be an essential reference for all computer musicians, computer scientists, engineers, and anyone interested in audio. Designed to be used by readers with varying levels of programming expertise, it not only provides the foundations for music and audio development but also tackles issues that sometimes remain mysterious even to experienced software designers. Exercises and copious examples (all cross-platform and based on free or open source software) make the book ideal for classroom use. Fifteen chapters and eight appendixes cover such topics as programming basics for C and C++ (with music-oriented examples), audio programming basics and more advanced topics, spectral audio programming; programming Csound opcodes, and algorithmic synthesis and music programming. Appendixes cover topics in compiling, audio and MIDI, computing, and math. An accompanying DVD provides an additional 40 chapters, covering musical and audio programs with micro-controllers, alternate MIDI controllers, video controllers, developing Apple Audio Unit plug-ins from Csound opcodes, and audio programming for the iPhone. The sections and chapters of the book are arranged progressively and topics can be followed from chapter to chapter and from section to section. At the same time, each section can stand alone as a self-contained unit. Readers will find The Audio Programming Book a trustworthy companion on their journey through making music and programming audio on modern computers.
Publisher: MIT Press
ISBN: 0262014467
Category : Music
Languages : en
Pages : 917
Book Description
An encyclopedic handbook on audio programming for students and professionals, with many cross-platform open source examples and a DVD covering advanced topics. This comprehensive handbook of mathematical and programming techniques for audio signal processing will be an essential reference for all computer musicians, computer scientists, engineers, and anyone interested in audio. Designed to be used by readers with varying levels of programming expertise, it not only provides the foundations for music and audio development but also tackles issues that sometimes remain mysterious even to experienced software designers. Exercises and copious examples (all cross-platform and based on free or open source software) make the book ideal for classroom use. Fifteen chapters and eight appendixes cover such topics as programming basics for C and C++ (with music-oriented examples), audio programming basics and more advanced topics, spectral audio programming; programming Csound opcodes, and algorithmic synthesis and music programming. Appendixes cover topics in compiling, audio and MIDI, computing, and math. An accompanying DVD provides an additional 40 chapters, covering musical and audio programs with micro-controllers, alternate MIDI controllers, video controllers, developing Apple Audio Unit plug-ins from Csound opcodes, and audio programming for the iPhone. The sections and chapters of the book are arranged progressively and topics can be followed from chapter to chapter and from section to section. At the same time, each section can stand alone as a self-contained unit. Readers will find The Audio Programming Book a trustworthy companion on their journey through making music and programming audio on modern computers.