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|a Horowitz, Steve,
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|a The Essential Guide to Game Audio :
|b the Theory and Practice of Sound for Games.
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|a New York :
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|a The Essential Guide to Game Audio: The Theory and Practice of Sound for Games is a first of its kind textbook and must-have reference guide for everything you ever wanted to know about sound for games. This book provides a basic overview of game audio, how it has developed over time, and how you can make a career in this industry. Each chapter gives you the background and context you will need to understand the unique workflow associated with interactive media. The practical, easy to understand interactive examples provide hands-on experience applying the concepts in real world situations.
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500 |
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|a Includes index.
|
504 |
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|a Includes bibliographical references and index.
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505 |
0 |
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|a Introduction: Why you need this book -- AAA (Animation, art, audio): making sense of sound for games -- On the road -- to NOW!: a brief history of games and game audio -- My non-linear life: audio for interactive environments -- What is hip?: styles and genres: welcome to acronym hell -- Bleeps, blops, clicks, and pops: sound design in games -- Compose yourself!: the art of composing for games -- Do you hear that voice in my head?: voice-over for games -- Meet the middleman: understanding audio middleware -- The early bird gets the worm: preparing your audio -- 'Silly human ... ': how games engines think -- Unify my world: audio in Unity 3D -- Unity too: basic audio implementation in Unity 3D -- Back to the future: the world of mobile and web games -- Show me the money: getting a job in sound for games.
|
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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650 |
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|a Video games
|x Programming.
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|a Computer sound processing.
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|a Looney, Scott R.
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