Game Audio with FMOD and Unity
Autor Ciarán Robinsonen Limba Engleză Paperback – 15 mar 2019
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.
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Specificații
ISBN-13: 9781138315976
ISBN-10: 1138315974
Pagini: 278
Ilustrații: 31 Line drawings, black and white; 35 Halftones, black and white
Dimensiuni: 191 x 235 x 15 mm
Greutate: 0.75 kg
Ediția:1
Editura: Taylor & Francis
Colecția Routledge
Locul publicării:Oxford, United Kingdom
ISBN-10: 1138315974
Pagini: 278
Ilustrații: 31 Line drawings, black and white; 35 Halftones, black and white
Dimensiuni: 191 x 235 x 15 mm
Greutate: 0.75 kg
Ediția:1
Editura: Taylor & Francis
Colecția Routledge
Locul publicării:Oxford, United Kingdom
Public țintă
Further/Vocational Education, Professional, and Professional Practice & DevelopmentCuprins
Contents
List of Figures
Preface
Chapter 1: Game Engines
Chapter 2: Audio Middleware
Chapter 3: Game Audio vs Film Sound
Chapter 4: Getting Started with FMOD
Chapter 5: Looping
Chapter 6: 2D vs 3D Sound
Chapter 7: Getting Started in Unity
Chapter 8: Level Building in Unity
Chapter 9: Exploring the Game Environment
Chapter 10: Integrating FMOD and Unity
Chapter 11: Interactive Game Objects
Chapter 12: Crate Sounds
Chapter 13: Putting the "S" into FPS
Chapter 14: Changing Footsteps
Chapter 15: The Enemies Shoot Back
Chapter 16: Parameters
Chapter 16b: Parameters 2
Chapter 16b: Bonus Chapter – Parameters 2
Chapter 17: Signal Routing in FMOD
Chapter 18: FMOD Effect Plugins
Chapter 19: Ambience and Transceivers
Chapter 20: Real-Time Mixing
Chapter 21: Mix Snapshots
Chapter 22: The Health System
Chapter 23: Game Over Man!
Chapter 24: Game Music Part 1 – Variation
Chapter 25: Game Music Part 2 – Parameter Control
Chapter 26: Setting Up Unity for Music
Chapter 27: Mixing the Game – Sidechains
Chapter 28: Optimizing the Game
Chapter 29: Building the Game
Index
List of Figures
Preface
Chapter 1: Game Engines
Chapter 2: Audio Middleware
Chapter 3: Game Audio vs Film Sound
Chapter 4: Getting Started with FMOD
Chapter 5: Looping
Chapter 6: 2D vs 3D Sound
Chapter 7: Getting Started in Unity
Chapter 8: Level Building in Unity
Chapter 9: Exploring the Game Environment
Chapter 10: Integrating FMOD and Unity
Chapter 11: Interactive Game Objects
Chapter 12: Crate Sounds
Chapter 13: Putting the "S" into FPS
Chapter 14: Changing Footsteps
Chapter 15: The Enemies Shoot Back
Chapter 16: Parameters
Chapter 16b: Parameters 2
Chapter 16b: Bonus Chapter – Parameters 2
Chapter 17: Signal Routing in FMOD
Chapter 18: FMOD Effect Plugins
Chapter 19: Ambience and Transceivers
Chapter 20: Real-Time Mixing
Chapter 21: Mix Snapshots
Chapter 22: The Health System
Chapter 23: Game Over Man!
Chapter 24: Game Music Part 1 – Variation
Chapter 25: Game Music Part 2 – Parameter Control
Chapter 26: Setting Up Unity for Music
Chapter 27: Mixing the Game – Sidechains
Chapter 28: Optimizing the Game
Chapter 29: Building the Game
Index
Notă biografică
Ciarán Robinson has over 20 years’ experience in teaching Audio Production, and has developed and delivered degree courses for universities and colleges. His original background is in TV, film, music, and studio electronics, as well as in video production and editing. For the past three years he has worked in online education, where he developed courses on Game Audio, as well as working with industry professionals to produce courses on Film Making and Visual Effects. Ciarán has written technical articles and equipment reviews for several magazines and websites, and currently runs a small video production studio, where he creates training and tutorial videos.
Descriere
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.