Cover image for Creating Music and Sound for Games.
Creating Music and Sound for Games.
Title:
Creating Music and Sound for Games.
Author:
Childs, G.W.
ISBN:
9781598637793
Personal Author:
Physical Description:
1 online resource (319 pages)
Contents:
TABLE OF CONTENTS -- CHAPTER 1 Meetings -- Who's Who in Game Design Meetings -- Producers -- Level Designers -- Art Team -- Quality Assurance Team -- Marketing -- Questions to Ask the Design Team -- What's the Timeline? -- Do You Have a Design Document? -- What Are the Sound Engine's Capabilities? -- CHAPTER 2 Sound Database -- Project Database -- Status -- Assigned To -- Sound Class -- Character Name -- Character Code -- Level -- Milestone Delivery -- Filename -- Description -- Notes -- Filename(s) -- Status Checkboxes -- Tags -- Find -- Omit -- Export -- Info -- Other Handy Fields -- Personal Database -- Modifying Source Material -- Personal Database Software -- Making Prototypes -- CHAPTER 3 Field Recording -- When to Go Out in the Field -- Be Prepared -- Keep It Simple -- Slate -- Recorders -- Sound Devices -- Edirol -- M-Audio -- Inexpensive Recorders You May Already Own -- Microphones -- Audio-Technica AT897 -- Shure VP88 -- Sennheiser MKH 418S -- Rode NT5 -- Locations -- When Field Recording Isn't What You Expected -- When Recording Is Done -- CHAPTER 4 Sound Design: Tools of the Trade -- Computer Platforms -- Recommended Software -- Wave Editors -- Sound Forge for PC -- Wavelab for PC -- Peak for Mac -- Multi-Track Editing Programs -- Pro Tools for PC and Mac -- Nuendo for PC and Mac -- Plug-ins -- Waves Platinum Native Bundle for PC and Mac -- Reaktor for PC and Mac -- TC Electronics Power Core for PC and Mac -- Synthesizers -- Reason for PC and Mac -- Reaktor for PC and Mac -- Samplers -- Kontakt -- GigaStudio -- CHAPTER 5 Sound Design: Basic Tools and Techniques -- Basic Tools for Sound Design -- Time-Stretching/Time-Compression -- Pitch-Shifting -- Pitch-Bending -- Fade-In/Fade-Out -- Silence -- Change Gain -- Reverse -- Crossfade -- Effects -- Reverb -- Chorus -- Delay -- Distortion -- Compression -- Equalizer (EQ).

CHAPTER 6 Advanced Tools and Techniques -- Return of the Robot -- Manipulating the Robot -- The Robot Thus Far -- When You Need Inspiration -- Canned Sound -- Existing Sound FX Libraries -- CHAPTER 7 Software Instruments and Samplers -- Using Reason for Sound Design -- The Malström -- Enter the NN-XT -- If You Don't Use Reason -- CHAPTER 8 Batch Converting -- What Is a Batch Converter? -- Batch File Renaming -- Batch Processing -- Quick Keys -- CHAPTER 9 Mixing Cut Scenes -- The First Cut Scene -- The Stage -- Music -- Ambience -- Foley -- Sound FX -- Voice -- Effects-Adding Plug-ins -- The Final Mix -- CHAPTER 10 Composing: The Game Design -- The Audition -- Music in Video Games-A Small Bit of History -- The Team's Needs -- Demo for E3 -- Portable Recorder -- Proactivity -- How the Game Uses Your Music -- Internal Looping in the Game Engine -- Cut Scenes -- Interactivity -- Beat-Synchronous Instructions -- CHAPTER 11 Composing: Tools of the Trade -- Multi-Track Programs -- Nuendo/Cubase SX for PC and Mac -- Apple Logic Pro for Mac -- Digital Performer for Mac -- SONAR for PC -- Pro Tools for PC and Mac -- Wave Editors -- Soft Synths -- Absynth for PC and Mac -- Reason for PC and Mac -- Atmosphere for PC and Mac -- Blue for PC and Mac -- Minimoog V for PC and Mac -- CHAPTER 12 Samplers -- Sample Formats -- Soft Samplers -- Kontakt for PC and Mac -- GigaStudio for PC -- Additional Samplers -- Logic Pro EXS24 for Mac -- HALion for PC and Mac -- MachFive for PC and Mac -- Sample Libraries -- Vienna Symphonic Library -- SAM Orchestral Brass -- Symphonic Orchestra, Gold Edition -- Symphonic Choirs -- CHAPTER 13 Editing Prerecorded Music -- Cutting Audio -- Crossfading -- Crossfading: The Function -- Crossfading: Manual -- Automation -- Automating Effects -- CHAPTER 14 Creating Music for Cut Scenes -- Start with Action -- The Dialogue -- The Intro.

The Ending -- CHAPTER 15 Breaking into the Game Industry -- My History in the Game Industry -- Going to School -- Networking -- The Internet -- Job Hunting -- Your Web Site -- Trade Shows -- GDC -- E3 -- CHAPTER 16 Reviewing What You've Learned -- Step One: Demo Reel, Web Site, Business Cards -- Demo Reel -- Web Site -- Business Cards -- Step Two: Game Conventions -- Step Three: A Gig -- Step Four: Stockpile Tools of the Trade -- Game's Complete -- Freelance Contractor -- Going Full Time -- APPENDIX A: Online Resources -- APPENDIX B: Tools of the Trade -- APPENDIX C: Potential Employers -- APPENDIX D: Glossary -- A -- B -- C -- D -- F -- G -- L -- M -- P -- Q -- R -- S -- T -- W -- INDEX -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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