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Game Audio Implementation offers a unique practical approach to learning all about game audio
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Game Audio Implementation offers a unique practical approach to learning all about game audio
Produktdetails
- Produktdetails
- Verlag: CRC Press
- Seitenzahl: 486
- Erscheinungstermin: 27. Juli 2017
- Englisch
- Abmessung: 199mm x 243mm x 36mm
- Gewicht: 1060g
- ISBN-13: 9781138428133
- ISBN-10: 1138428132
- Artikelnr.: 49407448
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Verlag: CRC Press
- Seitenzahl: 486
- Erscheinungstermin: 27. Juli 2017
- Englisch
- Abmessung: 199mm x 243mm x 36mm
- Gewicht: 1060g
- ISBN-13: 9781138428133
- ISBN-10: 1138428132
- Artikelnr.: 49407448
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
Richard Stevens leads the Masters in Sound and Music for Interactive Games program at Leeds Beckett University, and promotes the games audio education and research through international conference talks, publications, panels, and workshops.Dave Raybould is Senior Lecturer at Leeds Beckett University where he teaches games audio, sound design, and synthesis. In his time off he likes to relax by being chased and bitten by police dogs.
AcknowledgmentsIntroductionChapter 00: Loading Sequence: Quick StartChapter
01: Sound Part A: Ambience and EnvironmentChapter 02: Sound Part B:
Procedural Sound DesignChapter 03: Music Part A: Quick StartChapter 04:
Music Part B: Basics and Parallel FormsChapter 05: Music Part C:
Transitional FormsChapter 06: DialogueChapter 07: Making it RealChapter 08:
Making it GoodChapter 09: Advanced: WeaponsChapter 10: Advanced:
VehicleChapter 11: Advanced: Sports Dialogue and CrowdsChapter 12:
Advanced: MusicConclusionAppendix A: Core ConceptsAppendix B: Blueprint
PrimerAppendix C: Testing, Troubleshooting, and Good PracticeCreditsQuick
Reference
01: Sound Part A: Ambience and EnvironmentChapter 02: Sound Part B:
Procedural Sound DesignChapter 03: Music Part A: Quick StartChapter 04:
Music Part B: Basics and Parallel FormsChapter 05: Music Part C:
Transitional FormsChapter 06: DialogueChapter 07: Making it RealChapter 08:
Making it GoodChapter 09: Advanced: WeaponsChapter 10: Advanced:
VehicleChapter 11: Advanced: Sports Dialogue and CrowdsChapter 12:
Advanced: MusicConclusionAppendix A: Core ConceptsAppendix B: Blueprint
PrimerAppendix C: Testing, Troubleshooting, and Good PracticeCreditsQuick
Reference
AcknowledgmentsIntroductionChapter 00: Loading Sequence: Quick StartChapter
01: Sound Part A: Ambience and EnvironmentChapter 02: Sound Part B:
Procedural Sound DesignChapter 03: Music Part A: Quick StartChapter 04:
Music Part B: Basics and Parallel FormsChapter 05: Music Part C:
Transitional FormsChapter 06: DialogueChapter 07: Making it RealChapter 08:
Making it GoodChapter 09: Advanced: WeaponsChapter 10: Advanced:
VehicleChapter 11: Advanced: Sports Dialogue and CrowdsChapter 12:
Advanced: MusicConclusionAppendix A: Core ConceptsAppendix B: Blueprint
PrimerAppendix C: Testing, Troubleshooting, and Good PracticeCreditsQuick
Reference
01: Sound Part A: Ambience and EnvironmentChapter 02: Sound Part B:
Procedural Sound DesignChapter 03: Music Part A: Quick StartChapter 04:
Music Part B: Basics and Parallel FormsChapter 05: Music Part C:
Transitional FormsChapter 06: DialogueChapter 07: Making it RealChapter 08:
Making it GoodChapter 09: Advanced: WeaponsChapter 10: Advanced:
VehicleChapter 11: Advanced: Sports Dialogue and CrowdsChapter 12:
Advanced: MusicConclusionAppendix A: Core ConceptsAppendix B: Blueprint
PrimerAppendix C: Testing, Troubleshooting, and Good PracticeCreditsQuick
Reference







