Jumat, 29 April 2011

Download Ebook The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games

Download Ebook The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games

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The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games

The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games


The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games


Download Ebook The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games

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The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games

Review

If you want to learn about game audio implementation, this is the book for you! Stevens and Raybould have written a thorough, practical, hands-on guide to sound and music implementation in games and, by doing so, present the reader with an excellent introduction to the concepts of interactive game sound. Speckled with humour and written in an accessible style, this book is sure to find a home in many classrooms and homes of aspiring sound designers, composers, and audio programmers. -Karen Collins, Canada Research Chair in Interactive Audio, University of Waterloo, Author of Game Sound The Game Audio Tutorial is not only an impressive exploration of the UDK audio system, but also a thorough introduction to fundamentals of audio for games. Novices and advanced users alike will find this book an invaluable resource, as it takes the reader through the process of triggering their first sound to scripting complex in-game actions. The authors (Richard Stevens and Dave Raybould) have put together an amazing amount of information about audio for the UDK not easily found anywhere else. The Game Audio Tutorial is one of a kind and has found a way of making seemingly difficult concepts easier to understand. -Chris Latham, Associate Course Director of Advanced Interactive Audio at Full Sail University and Co-Founder of EngineAudio.com

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From the Back Cover

Better use of audio makes for a better game. Whether you're a sound designer, composer, or game designer, you are responsible for the audio experience. Go beyond one-shot sound effects or music loops and embrace the future of interactive sound with this practical course in game audio, complete with a powerful companion website. The Game Audio Tutorial provides you with a unique tutorial game level built with the Unreal® Development Kit, available only at www.thegameaudio.com. Each section of the text links to an area of the game level, which allows you to experience the principles in action before you applying them yourself with more than fifty practical exercises. The Game Audio Tutorial website (www.thegameaudiotutorial.com) also offers: A free sound library with hundreds of FX to get you started An up-to-date online bibliography with links to the latest articles and discussions Over twenty tutorial videos to talk you though key techniques step by step

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Product details

Paperback: 448 pages

Publisher: Focal Press; 1 edition (March 29, 2011)

Language: English

ISBN-10: 9780240817262

ISBN-13: 978-0240817262

ASIN: 0240817265

Product Dimensions:

7.5 x 1 x 9.2 inches

Shipping Weight: 2.2 pounds (View shipping rates and policies)

Average Customer Review:

3.8 out of 5 stars

17 customer reviews

Amazon Best Sellers Rank:

#1,246,178 in Books (See Top 100 in Books)

This book should be good but the website has not been updated in almost four years. As far as I can tell you can no longer download the free version of the Unreal Development Kit, which the book is based on! I emailed the authors using the link on the text's site and my email was returned stating that their box was full and that my email could not be delivered. The light is on and no one is home! I now have a $56 paperweight! PLEASE save your money! If I could give it zero stars I would!

This book is so good at step-by-step explanation and exercises that I've adopted it as the text for my Audio for Video Games course at UVU. Recommended.

This book gave me a feel for how audio works in video games. It allowed me to look at games in a different way.

A great product for anyone interested in video game audio and especially the Unreal Development Kit. Be forewarned though that the UDK is an ever evolving engine so some of the tools and topics used have changed or are outdated. The online resources are an excellent as well.

I enjoyed this combination of step by step exercises and in-depth discussion much more than I expected to, based on the title and blurb. I thought it might be some high-level, tweak-the-templates walkthrough but the book covers game audio in depth, from processing ambient and abstract sounds, to dialog as well as integrating actual music. There's even a section on music-based games, where audio drives the gameplay, rather than its more typical role of enhancing and adding realism to graphic action.The authors use the open source Unreal Development Kit (UDK) to present a sample game level that you enhance by following the tutorials. In many cases, they've left markers for you or created game `actors' that you provide sound for. The tutorial steps are set up and elaborated upon with detailed discussion, rather than simply, 'Do this, then do that'. The goal is for you to understand concepts and apply the techniques in your own creations rather than just work through the book.I really underestimated the content and capabilities of integrated game development environments such as UDK, which I hadn't used before. As a musician familiar with DAWs and graphics programs it's interesting to see how UDK incorporates elements of both, along with a kind of table-driven code generator. You get fine-grained access to details but you're working at the abstraction layer of the game, rather than in the low-level code. As someone who keyed in C and assembler game listings years ago for hours on end, praying they would compile, no less actually run, this is a revelation.The opening tutorials demonstrate ambient room sound, the problem of walls and simulating natural attenuation to create realistic presence. This really set the stage and hammered home to me just how far game audio has come from the monophonic, predictably repetitive little tunes that graced the games I first played and experimented with coding.There are tutorials demonstrating how to reuse audio samples by manipulating them with filters and even pitch shifting. Others show how to apply reverb and set up ambient zones that map to physical scenes. Some of these features may not be a parameter-rich as in a DAW that's dedicated to music production, but they're more than adequate for games where, let's face it, most of the time audio plays second fiddle to visual action. And you can always use your favorite DAW to generate material to import into UDK.The first three chapters deal with ambient and abstract sound and the corresponding UDK tools. The book really hit its stride for me in chapter 4 with music and the techniques and tools for integrating it. Some of the track synchronization demonstrations will feel familiar to anyone who's coordinated video and sound inside a DAW.What most interested me were the techniques of layering, randomizing and recombining musical and sound elements to keep the audio as dynamic and interesting as the graphical elements. A recurring theme is the authors' view that, in the non-linear narrative world of interactive games, there's a delicate balance between familiar and unfamiliar elements. It can really intrude on a player's sense of exploration to hear audio that repeats too predictably, especially when the visual context has clearly changed.There are practicalities in the book as well: UDK targets game audio development for a variety of platforms, including phones and dedicated consoles with more restricted memory and storage. So there's a detailed discussion of file compression and the tradeoffs between streaming audio from disk as oppose to loading everything into RAM. As a reference, I'm running a desktop PC with 6GB of RAM and a 2.93 GHz i3 processor and the response is playable and the audio is clean.The accompanying website and instructions for downloading and setting up your UDK environment are straightforward. There's a more recent UDK Beta available but I chose to stick with the version the authors used, based on my experiences with other books. If you're unfamiliar with UDK, as I was, the editor interface is pretty busy and it took a while for me to get my bearings. Way back in Appendix C the authors recommend checking out the UDK docs and online info for the basics. I would have appreciated being told that in the book's intro; it would have saved some frustration.I'd recommend the book not just to composers and game developers but to anyone interested in sound design for music and media. Obviously it's tailored towards interactive games but many of the concepts and techniques can be applied elsewhere in, for example, film and TV scoring, experimental composition or multimedia art.The `Game Audio Tutorial' is intelligent, well-written, and takes its subject seriously (It's also a lot of fun to work through, so don't be put off if fun is your main motivation).

The title says it all. If I had the choice to extend the title, it would be something more like "The In-depth Guide to Game Audio Creation, Execution and Theory."This book is perfect for someone looking to either start learning or enhance their knowledge of audio in game design. The book uses the Unreal Development Kit for its series of tutorials and teaches users how to use its basic features (mostly Unreals' scripting program "Kismet") to produce studio quality sound in an interactive game.One of the things that makes this book easy to pick up is that no prior knowledge is required. If you have never used a 3d game design tool before, the first few chapters of the book break down the basics for you showing you how to create, manipulate, move and test assets in a 3d environment (Though I do not suggest using this book as a level builder guide. If you have no experience in a 3d game editor, I suggest reading up on that first before tackling audio.) The book uses premade levels (which you can pick up from their website) which helps in shortening the learning curve so that way you can get down and dirty with the audio design. Another great advantage of this book is that the concepts you learn in UDK will carry over to a variety of other game engines such as Unity and Source.As far as the content it teaches goes, you can find pretty much all of it on the internet. UDK's website has many good articles on how to effectively use their tools to design game audio. The reason this book is better than most internet resources is that:1. It takes you through every step2. All of the information you need is in one quick to look at resource instead of 30 tabs on your internet browser3. Investigates a much more focused area of game design rather than most UDK references (which cover a much more generalized selection of fields)4. This book explains the theory behind game audio unlike most internet tutorials.As an aspiring game designer, I can easily say that after reading this book I have a much better understanding of how to effectively use sound and music when designing levels for games to create a large variety of emotional responses from the player and has indeed furthered my knowledge of game design. If you plan on going into game design for a career, I highly recommend this book.

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The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games PDF
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