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dc.contributor.authorStevens, Richarden_US
dc.contributor.authorRaybould, Daveen_US
dc.date.accessioned2018-03-13T08:09:04Z
dc.date.available2018-03-13T08:09:04Z
dc.date.issued2011en_US
dc.identifier.isbn0240817265en_US
dc.identifier.isbn9780240817262en_US
dc.identifier.otherHPU4162108en_US
dc.identifier.urihttps://lib.hpu.edu.vn/handle/123456789/29703
dc.description.abstractWe wrote this book because we love games. We also love sound and music, and we love what they can bring to games to make them thrilling, involving, and moving. We want you to be able to try out your sound and your music in a real game. For a book whose examples are based exclusively around one piece of software, it may appear contradictory to say that actually the tools are not important. Once you’ve had experience with any game editor or audio middleware package, the concepts you learn are easily transferable to others. We chose the Unreal Development Kit (UDK) for this book, as it’s a serious game development tool, it’s used for lots of games, it’s free, and it’s fun. In terms of sound and music there are easier tools to use, but unless you’re already working for a games developer, you can’t get them to work in an actual game. Putting your sound and music into a real game environment cool. Having to be already working for a games developer to get access to the tools to get them in game not cool.en_US
dc.format.extent446 p.en_US
dc.format.mimetypeapplication/pdfen_US
dc.language.isoenen_US
dc.publisherFocal Pressen_US
dc.subjectGame Audio Tutorialen_US
dc.subjectInteractive Gamesen_US
dc.subjectMusicen_US
dc.titleThe Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Gamesen_US
dc.typeBooken_US
dc.size25.6 MBen_US
dc.departmentTechnologyen_US


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