ebook img

Game audio implementation: a practical guide using the unreal engine PDF

486 Pages·2016·35.348 MB·English
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview Game audio implementation: a practical guide using the unreal engine

Game Audio Implementation Game Audio Implementation off ers a unique practical approach to learning all about game audio. If you’ve always wanted to hear your sound or music in a real game then this is the book for you. Each chapter is accompanied by its own game level where you can see the techniques and theories in action before working through over 70 exercises to develop your own demo level. Taking you all the way from fi rst principles to complex interactive systems in the industry standard Unreal Engine©, you’ll gain the skills to implement your sound and music along with a deep transferable knowledge of the principles you can apply across a range of other game development tools. The accompanying website (www.gameaudioimplementation.com) includes: • 12 downloadable demonstration games; • A unique exercise level for you to develop for your portfolio; • An up-to-date online bibliography with further reading for each chapter; • A free sound library with hundreds of game sound eff ects. 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. This page intentionally left blank Game Audio Implementation A Practical Guide Using the Unreal Engine Richard Stevens and Dave Raybould First Published in 2016 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2016 Taylor & Francis The right of Richard Stevens and Dave Raybould to be identifi ed as authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Unreal Engine 4 images provided courtesy of Epic Games, Inc., © 2015, but the contents of this book are not endorsed by Epic Games, Inc. Epic, Epic Games, Unreal, Unreal Engine, and UE4 are trademarks or registered trademarks of Epic Games, Inc. in the United States of America and elsewhere. L ibrary of Congress Cataloging-in-Publication Data Stevens, Richard, 1971– Game audio implementation : a practical guide using the unreal engine / Richard Stevens and Dave Raybould. pages cm 1 . Sound—Recording and reproducing—Digital techniques. 2. Computer games— Programming. I. Raybould, Dave. II. Title. TK7881.4.S75 2015 794.8165—dc23 2015010904 ISBN: 978-1-138-77724-8 (pbk) ISBN: 978-1-315-77278-3 (ebk) Typeset in Myriad Pro by Apex CoVantage, LLC Contents Acknowledgements xv Introduction xvi Approaches to the Book xviii 0 0 Loading Sequence: Quick Start 1 Setting up the Demo Projects 1 Navigation of the Game World 2 Version Control and Auto-saves 3 Looking and Moving 4 Views 4 Bookmarks 5 Moving/Looking 6 In-game Actors: Finding and Changing Your First Sound 6 Navigating the Assets and the Content Browser 7 Filtering Results 8 Navigating the Game System: Blueprints 10 Preparing Assets for Import 11 Editing 12 Sample Rates and File Formats 12 Looping 13 Importing Assets 16 Folder Structures and Naming Conventions 17 Conclusion 20 0 1 Sound Part A: Ambience and Environment 23 Introduction 23 Ambience 24 v Contents Types of Sound 25 Area Loops 26 Source Loops 31 Filter over Distance 32 Area Loops and Source Loops: Attention to Detail 33 Sound Cues 35 Adding Sounds to Sound Cues 36 Source One-shots 37 Polyphonic or Overlapping One-shots 40 Player-oriented One-shots 41 One-shots: Sourcing and Masking 44 Embedding Source Sounds into Game Actor Blueprints 44 Ambience Recap: An Artist’s Approach 46 Occlusion Issues 46 Triggers and Switching Ambience 46 Reverb 51 Triggering Sounds with Key or Controller Input 53 Trigger Use Events 53 Conclusion 56 0 2 Sound Part B: Procedural Sound Design 59 Introduction 59 Sample Rates and Audio Compression 62 Sample Rates Revisited 62 Audio File Compression 64 Sequenced Variation 65 Time-based Variation 66 Asynchronous Loops 66 Random Time: Blocks 68 Random Time: Fragments 69 Controlling Random Events: Clusters of Activity 70 Concatenation 71 Concatenation for Variation in Loops 72 Layered Concatenation 75 Concatenation for a Chain of Events 76 Concatenate Sample Rates 78 Multiple Start Points 80 Layered Variation 81 Simple Random Combinations 83 vi Contents Random Combinations with Individualized Pitch and Delays 84 Deconstructing a Sound for Procedural Use 85 Scalability 88 Modulation/Modifi ers for Variation 90 Pitch 90 Reuse Sounds for Diff erent Sized Sources 90 Transformative Reuse 91 Pitch Envelopes 92 Volume 96 One-shot Volume Envelopes 96 Looping Volume Envelopes 98 Oscillation 100 Wavetables 103 Parameterization = Interactivity 106 Swapping out Sounds with -Branch- 106 Parameters to Pitch with <Set Pitch Multiplier> 110 Parameter-based Crossfades with -Crossfade by Param- 112 Using User-defi ned Curves 116 Monitoring Memory and Level Streaming Approaches 121 Asset Checking 121 Memory Checking 122 Level Streaming 123 Sound Streaming 126 Conclusion 126 0 3 Music Part A: Quick Start 129 Introduction 129 Interactive Music Principles 130 Playlists 133 Level Music, Loops, and Decay Tails 135 Decay Tails 136 Loop with Integrated Decay 136 Play Then Loop 137 Looping Manually 139 Stingers/Ornamental Forms 141 Simple Parallel Forms 143 Simple Transitional Forms 144 Conclusion 146 vii Contents 0 4 Music Part B: Basics and Parallel Forms 149 Introduction 149 Music Basics 149 Source Music 149 One-shots 150 Music for Timed Events 152 Ornamental Forms/Stingers 154 Parallel Forms 156 Switching or Fading Layers (Parallel Forms for Orientation) 157 Using Variables to Determine Volume (Parallel Forms for Proximity) 159 Linear Variables to Volume 160 Curves to Volume 164 Mix Automation for Parallel Layers 166 Conclusion 171 0 5 Music Part C: Transitional Forms 173 Introduction 173 Clunky Transitions 173 Nasty 173 Crossfades (and When to Use Them) 175 Masking Transitions 177 Musical Transitions 178 Working with Chunks: Measure-based Transitions 181 Decay Tails Revisited 182 Controlling a Switch 183 Transitioning on Measure in Longer Pieces 185 Pre-syncs or Ramps 187 Aligned Transitions 190 Putting It Together 193 A Musical Conclusion 194 0 6 Dialogue 197 Introduction 197 Randomization 198 Better than Random? Randomize without Replacement 200 Dialogue for Advice 201 Timed Help Advice 201 Triggered Advice 202 viii Contents Dialogue Interrupts 204 Bad/Better/Better-er 204 Conditions and Dialogue Choices 208 Simple Conditions and Dialogue Choices 208 Counts to Dialogue Choices 210 Tracking Multiple Actions or Inventory for Dialogue Choice 212 Conditions to Sound Cue Branching Choices 216 Branching Dialogue 217 Characters, Contexts, and Dialogue Choices 221 Localization or Localisation? 224 Conclusion 225 0 7 Making It Real 227 Introduction 227 Sound Propagation 227 Reverb: Advanced 227 Nested Reverbs and Prioritization 229 Reverb: Prebake 233 Spatialization 233 Sound Source Types 234 Directional and Diff use Sources 238 Distance Attenuation and Detail over Distance 240 Filter over Distance 244 Detail over Distance 245 Occlusion, Obstruction, and Exclusions 246 Occlusion 246 Ambient Zones 250 Prioritization of Zones 252 Obstructions and Exclusions 253 Dynamic Occlusion 254 Moving Objects and Moving Sounds 256 Sounds That Move 256 Moving Sound Sources with Matinee 257 Creating Movement 258 Moving Objects That Make Sound 260 Rotating Doors 260 Open/Opening Loops 262 Matinee Events for Mechanical Systems 263 Matinee Sound Track 265 ix

See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.