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Full Description
This book is for game audio professionals at all levelsdevelopment, mid-sized studios, or AAA studios. This book is both theoretical and practical and includes conceptual work, case studies of popular games and hands-on development examples that cannot be found in any manual. Real-world examples and solutions in Wwise, up to an expert level, and detailed concepts in planning and executing projects in game audio that are seldom discussed, are discussed here. Readers will come away with a deep understanding of various approaches to problems faced doing game audio as well as a better understanding of the technology underlying the Wwise engine and how to best use this tool.
Contents
Part IConcepts of Interactive AudioSimple Audio BehaviourBasics of Persistence Audio SoundExpanding Sonic Behaviour (Behaviour Driven by Game Code)Part II: Building Audio Objects (Classes and Types of Single Objects)Multiple Object StatesRollingBouncingLocomotion (Foley, Movement)Incendiary EnginesAmbiancesPart III: Audio Object Interaction in the Game WorldObject InterfacesPart IV: Mixing the Interactive Audio WorldBasic MixingDynamic MixingPart V: SummaryGlossary of Technical TermsAppendices