Sound and Music for Games: The Basics of Digital Audio for Video Games


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Description

Grasp the fundamentals of digital audio work in the context of video games, including the basics of middleware such as Fmod and Wwise. We will review software such as Apple's Logic and Garageband, Paul Davis's Ardour, and many other popular digital audio workstations.

We will start with an introduction to the basic terminology of digital audio work while also getting acquainted with current generation audio hardware. We will then discuss the basics of the venerable Musical Instrument Digital Interface (MIDI) and how it relates to music composition as well as the tools and techniques for writing tracker music/chiptunes. The book also covers plug-in software, soundproofing at home, and voice work.

The book takes a practical approach while tackling both hardware and software components used in cutting edge audio engineering, composition, and audio monitoring.

What You Will Learn

- Understand the fundamentals of digital audio production in the context of video games

- Learn about audio integration with popular middleware solutions and APIs

- Leverage plugin effects software to sculpt your audio to professional levels

- Identify modern audio file formats and how and when to use them

- Learn best practices when mixing sound effects and music for video games

Who Is This Book For

The intended readership includes beginners in digital audio engineering who use Windows, macOS, or Linux.



Author: Robert Ciesla
Publisher: Apress
Published: 09/22/2022
Pages: 274
Binding Type: Paperback
Weight: 0.92lbs
Size: 9.21h x 6.14w x 0.62d
ISBN13: 9781484286609
ISBN10: 148428660X
BISAC Categories:
- Computers | Programming | Games
- Technology & Engineering | Electronics | General
- Games & Activities | Video & Mobile

About the Author
Robert Ciesla is a freelance writer from Helsinki, Finland. He has a BA in Journalism, an MA in Intercultural Encounters, and a knack for writing urban fiction and directing short films. Robert is the author of four non-fiction books. He has a strong background in audio engineering for bands and video games (starting from tracker/chiptune music in the 16-bit era of the 1990s at age 12).