Game Audio with FMOD and Unity
Book information
Description
Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website. Cover Half Title Title Page Copyright Page Table of contents List of Figures Preface 1 Game Engines Learning Outcomes Game Engines Hardware Requirements Installing the Software 2 Audio Middleware Learning Outcomes Wwise (by Audiokinetic) Fabric (by Tazman-Audio) Elias (Adaptive Music) FMOD Studio (by Firelight Technologies) Installing FMOD 3 Game Audio vs Film Sound Learning Outcomes Event Triggering On Collision.Enter On Trigger.Enter/Exit On Input.GetButtonDown On Object.Start Event Variables Event Conditions Parameter Control Repetition Randomization Duration 4 Getting Started with FMOD Learning Outcomes Transport The Timeline Trigger Regions Birdseye View The Deck The Overview Creating Your FMOD Project Banks The Banks Tab The Assets Tab 5 Looping Learning Outcomes Instrument Looping Logic Tracks Async Cut 6 2D vs 3D Sound Learning Outcomes Spatializer Controls Min and Max Distance Distance Attenuation Curve Envelopment Min Extent Sound Size Pan Override The Sandbox 7 Getting Started in Unity Learning Outcomes The Scene The Project Tab The Console Tab The Hierarchy Tab The Inspector Navigating the Scene Hand Tool (Panning) Hand Tool (Zooming) Hand Tool (Orbiting) The Move Tool Parent–Child Relationships The Rotate Tool Global and Local Tool Handles Tool Handle Position Scale Tool [R]. Move/Rotate/Scale Tool [Y]. Importing Asset Packages Searching Assets Game Tab Assets Store 8 Level Building in Unity Learning Outcomes Texturing the Terrain (Base Coat) Resizing the Terrain Shaping the Terrain Paint Height (Flatten) Raise/Lower Paint Height (Sampling Terrain Height) Smooth Height Texturing the Terrain (Layering Textures) Paint Trees Paint Details The Sky Lighting 9 Exploring the Game Environment Learning Outcomes 10 Integrating FMOD and Unity Learning Outcomes 11 Interactive Game Objects Learning Outcomes Prefabs Positioning GameObjects 12 Crate Sounds Learning Outcomes 13 Putting the “S” into FPS Learning Outcomes 14 Changing Footsteps Learning Outcomes Answer: 15 The Enemies Shoot Back Learning Outcomes 16 Parameters Learning Outcomes Min and Max Spawn Interval Min and Max Scatter Distance Parameters 16b Bonus Chapter – Parameters 2 Learning Outcomes Technique 1: Pitch Automation Technique 2: Autopitch 17 Signal Routing in FMOD Learning Outcomes Audio Tracks Return Tracks Pre/Post Sends Adding Effects – Real-Time vs Pre-Rendered The FMOD Mixer Mixer Views VCAs 18 FMOD Effect Plugins Learning Outcomes Reverb FMOD Reverb Plugin Parameters Reverb Time Early Reflections and Late Reverberation HF Reference Density Diffusion Low Freq, Low Gain, and High Cut Early/Late Wet/Dry Convolution Reverb EQ FMOD Multiband EQ Pass Filters Frequency Q Shelving Peaking Frequency Gain Q Bypass 3EQ Channel Mix Chorus Compressors Threshold Ratio Attack and Release Gain Link Sidechain Limiter Ceiling Input Release Link Distortion Delay Delay Feedback Wet/Dry Level Flanger Rate Depth Mix Gain Pitch Shifter Pitch FFT Size Overlap Max Channel Transceiver Tremolo Frequency Depth Shape Skew Square Duty Spread Phase Plugin Presets 19 Ambience and Transceivers Learning Outcomes Recording Ambience Putting Your Ambience in the Game Transceiver 20 Real-Time Mixing Learning Outcomes Loudness 21 Mix Snapshots Learning Outcomes Technique 1 Technique 2 22 The Health System Learning Outcomes Health Pickup Game Over Scene FMOD Health Events 23 Game Over Man! Learning Outcomes 24 Game Music Part 1: Variation Learning Outcomes Multi Instrument Randomization Nested Probability Loops Parameter Control – Time Instruments Inside Parameters 25 Game Music Part 2: Parameter Control Learning Outcomes Loop Conditions Transitions and Destination Markers Transition Regions Multiple Transitions and Destination Markers Transition Timelines Event Instruments The Design Bible 26 Setting Up Unity for Music Learning Outcomes Pickups Problems with the Reverb Zone Playtesting 27 Mixing the Game: Sidechains Learning Outcomes FMOD Event Emitter Multiple FMOD Events Sustain Points Sidechaining 28 Optimizing the Game Learning Outcomes Voice Count Bank Loading Data Compression 29 Building the Game Learning Outcomes Build Platforms WebGL Facebook PC, Mac, and Linux Standalone Player Settings Company Name Product Name Default Icon Default Cursor and Cursor Hotspot Resolution and Presentation Splash Image – Icon Splash Image – Application Config Dialog B Splash Image – Logos Mac Builds Windows Builds What’s Next? Index
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