Cover image for Creating music and sound for games
Title:
Creating music and sound for games
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Publication Information:
Boston, MA : Thomson/Course Technology, 2007
ISBN:
9781598633016

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30000010124253 QA76.76.C672 C444 2007 Open Access Book Book
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Summary

Summary

Get ready to step into the mysterious world of the video game sound designer and composer. Creating Music and Sound for Games examines the responsibilities associated with each of these roles and offers tips and insight for breaking into the business. With focused sections for each of these important roles, this book offers an insider's look into how the sound designer and compositor fit into the game production team and how these roles interact with one another. You'll cover the essential tools of the trade and will examine sound design and compositional tips that can save you time and make you more efficient.


Table of Contents

Chapter 1 Meetingsp. 1
Who's Who in Game Design Meetingsp. 2
Producersp. 2
Level Designersp. 3
Art Teamp. 3
Quality Assurance Teamp. 4
Marketingp. 4
Questions to Ask the Design Teamp. 5
What's the Timeline?p. 5
Do You Have a Design Document?p. 7
What Are the Sound Engine's Capabilities?p. 7
Chapter 2 Sound Databasep. 9
Project Databasep. 10
Statusp. 12
Assigned Top. 12
Sound Classp. 12
Character Namep. 12
Character Codep. 12
Levelp. 13
Milestone Deliveryp. 13
Filenamep. 13
Descriptionp. 13
Notesp. 13
Filename(s)p. 14
Status Checkboxesp. 14
Tagsp. 15
Findp. 15
Omitp. 15
Exportp. 15
Infop. 16
Other Handy Fieldsp. 16
Personal Databasep. 16
Modifying Source Materialp. 17
Personal Database Softwarep. 17
Making Prototypesp. 20
Chapter 3 Field Recordingp. 23
When to Go Out in the Fieldp. 24
Be Preparedp. 24
Keep It Simplep. 24
Slatep. 24
Recordersp. 25
Sound Devicesp. 25
Edirolp. 27
M-Audiop. 28
Inexpensive Recorders You May Already Ownp. 29
Microphonesp. 29
Audio-Technica AT897p. 31
Shure VP88p. 31
Sennheiser MKH 418Sp. 31
Rode NT5p. 32
Locationsp. 33
When Field Recording Isn't What You Expectedp. 33
When Recording Is Donep. 34
Chapter 4 Sound Design: Tools of the Tradep. 35
Computer Platformsp. 36
Recommended Softwarep. 37
Wave Editorsp. 37
Sound Forge for PCp. 39
Wavelab for PCp. 40
Peak for Macp. 41
Multi-Track Editing Programsp. 42
Pro Tools for PC and Macp. 43
Nuendo for PC and Macp. 44
Plug-insp. 46
Waves Platinum Native Bundle for PC and Macp. 47
Reaktor for PC and Macp. 48
TC Electronics Power Core for PC and Macp. 48
Synthesizersp. 49
Reason for PC and Macp. 51
Reaktor for PC and Macp. 51
Samplersp. 52
Kontaktp. 52
GigaStudiop. 53
Chapter 5 Sound Design: Basic Tools and Techniquesp. 55
Basic Tools for Sound Designp. 56
Time-Stretching/Time-Compressionp. 56
Pitch-Shiftingp. 58
Pitch-Bendingp. 59
Fade-In/Fade-Outp. 60
Silencep. 62
Change Gainp. 62
Reversep. 63
Crossfadep. 63
Effectsp. 66
Reverbp. 67
Chorusp. 69
Delayp. 70
Distortionp. 71
Compressionp. 71
Equalizer (EQ)p. 73
Chapter 6 Advanced Tools and Techniquesp. 75
Return of the Robotp. 76
Manipulating the Robotp. 77
The Robot Thus Farp. 85
When You Need Inspirationp. 87
Canned Soundp. 87
Existing Sound FX Librariesp. 88
Chapter 7 Software Instruments and Samplersp. 89
Using Reason for Sound Designp. 90
The Malstromp. 91
Enter the NN-XTp. 99
If You Don't Use Reasonp. 106
Chapter 8 Batch Convertingp. 109
What Is a Batch Converter?p. 110
Batch File Renamingp. 111
Batch Processingp. 116
Quick Keysp. 128
Chapter 9 Mixing Cut Scenesp. 129
The First Cut Scenep. 130
The Stagep. 130
Musicp. 132
Ambiencep. 133
Foleyp. 134
Sound FXp. 136
Voicep. 137
Effects-Adding Plug-insp. 137
The Final Mixp. 138
Chapter 10 Composing: The Game Designp. 141
The Auditionp. 142
Music in Video Games-A Small Bit of Historyp. 143
The Team's Needsp. 144
Demo for E3p. 144
Portable Recorderp. 146
Proactivityp. 148
How the Game Uses Your Musicp. 149
Internal Looping in the Game Enginep. 149
Cut Scenesp. 150
Interactivityp. 150
Beat-Synchronous Instructionsp. 151
Chapter 11 Composing: Tools of the Tradep. 153
Multi-Track Programsp. 154
Nuendo/Cubase SX for PC and Macp. 156
Apple Logic Pro for Macp. 157
Digital Performer for Macp. 159
SONAR for PCp. 160
Pro Tools for PC and Macp. 162
Wave Editorsp. 163
Soft Synthsp. 166
Absynth for PC and Macp. 167
Reason for PC and Macp. 169
Atmosphere for PC and Macp. 171
Blue for PC and Macp. 172
Minimoog V for PC and Macp. 173
Chapter 12 Samplersp. 175
Sample Formatsp. 177
Soft Samplersp. 179
Kontakt for PC and Macp. 179
GigaStudio for PCp. 182
Additional Samplersp. 184
Logic Pro EXS24 for Macp. 184
HALion for PC and Macp. 185
MachFive for PC and Macp. 187
Sample Librariesp. 188
Vienna Symphonic Libraryp. 189
SAM Orchestral Brassp. 190
Symphonic Orchestra, Gold Editionp. 191
Symphonic Choirsp. 191
Chapter 13 Editing Prerecorded Musicp. 195
Cutting Audiop. 196
Crossfadingp. 203
Crossfading: The Functionp. 204
Crossfading: Manualp. 206
Automationp. 208
Automating Effectsp. 212
Chapter 14 Creating Music for Cut Scenesp. 217
Start with Actionp. 219
The Dialoguep. 221
The Introp. 223
The Endingp. 224
Chapter 15 Breaking into the Game Industryp. 227
My History in the Game Industryp. 227
Going to Schoolp. 228
Networkingp. 229
The Internetp. 230
Job Huntingp. 230
Your Web Sitep. 231
Trade Showsp. 231
GDCp. 233
E3p. 234
Chapter 16 Reviewing What You've Learnedp. 235
Step 1 Demo Reel, Web Site, Business Cardsp. 235
Demo Reelp. 235
Web Sitep. 237
Business Cardsp. 237
Step 2 Game Conventionsp. 238
Step 3 A Gigp. 239
Step 4 Stockpile Tools of the Tradep. 239
Game's Completep. 240
Freelance Contractorp. 241
Going Full Timep. 242
Appendix A Online Resourcesp. 243
Appendix B Tools of the Tradep. 247
Appendix C Potential Employersp. 255
Appendix D Glossaryp. 265
Indexp. 271