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The Handbook of Game Audio Using Wwise

Buch | Softcover
424 Seiten
2023
CRC Press (Verlag)
978-1-138-92179-5 (ISBN)
CHF 81,95 inkl. MwSt
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This book is for game audio professionals at all levels: indie game development, 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.

Gordon Durity has over thirty years of experience in creating soundtracks, writing songs and producing audio in the areas of film, television, games, multimedia, and album production. He currently serves as Executive Audio Director at Electronic Arts for all of EA Studios. In addition to supervising audio at all of the EA Studios locations worldwide, he sits on the AIAS sound panel where he’s involved in adjudicating for the audio award for the top games of the year. He is also a part-time instructor at the Arts Institute of Vancouver and Emily Carr University of the Arts. Aleksandar Zecevic has been working in audio production and post productions for twenty-nine years. Since 1998 he holds a position of Senior Audio Artist in  Electronic Art Canada ,the largest developer of video games in the world. He supervised , designed and implemented  audio on numerous video games. Aleksandar  has been working  very closely with the Electronic Arts Technology group on interactive audio tools design and procedural audio implementation. 

Part I: Basic Concepts






Concepts of Interactive Audio



Simple Audio Behaviour



Basics of Persistence Audio Sound



Expanding Sonic Behaviour (Behaviour Driven by Game Code)
Part II: Building Audio Objects (Classes and Types of Single Objects)




Multiple Object States



Rolling



Bouncing



Locomotion (Foley, Movement)



Incendiary



Engines



Ambiances
Part III: Audio Object Interaction in the Game World




Object Interfaces
Part IV: Mixing the Interactive Audio World




Basic Mixing



Dynamic Mixing

Part V: Summary

Glossary of Technical Terms

Appendices

Erscheinungsdatum
Verlagsort London
Sprache englisch
Maße 152 x 229 mm
Themenwelt Kunst / Musik / Theater
Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-138-92179-3 / 1138921793
ISBN-13 978-1-138-92179-5 / 9781138921795
Zustand Neuware
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