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Sinclair / Cardona | Principles of Game Audio and Sound Design | Buch | 978-1-041-07243-0 | www.sack.de

Buch, Englisch, 406 Seiten, Format (B × H): 174 mm x 246 mm

Sinclair / Cardona

Principles of Game Audio and Sound Design

Sound Design and Audio Implementation for Interactive and Immersive Media
2. Auflage 2026
ISBN: 978-1-041-07243-0
Verlag: Taylor & Francis Ltd

Sound Design and Audio Implementation for Interactive and Immersive Media

Buch, Englisch, 406 Seiten, Format (B × H): 174 mm x 246 mm

ISBN: 978-1-041-07243-0
Verlag: Taylor & Francis Ltd


Now in its second edition, Principles of Game Audio and Sound Design is a comprehensive introduction to the art of sound for games and interactive media using Unity.

Offering an accessible guide, the book looks at the conceptual challenges of the artform as well as the technical and creative aspects, such as sound design, spatial audio, scripting, implementation and mixing. The book moves from basic to advanced techniques, providing the reader with the skills and tools to combat the potential challenges of game audio independently. This edition features new content covering best asset management practices, including sound asset delivery and loudness, as well as an expanded number of recipes on common game audio implementation challenges. The book is supported by accompanying online resources to foster exploration and in-course applications.

Principles of Game Audio and Sound Design is the perfect primer for beginner- to intermediate-level readers with a basic understanding of audio production and Unity who want to learn how to gain a foothold in the exciting world of game and interactive audio.

Sinclair / Cardona Principles of Game Audio and Sound Design jetzt bestellen!

Zielgruppe


Further/Vocational Education, Postgraduate, Professional Practice & Development, and Undergraduate Advanced

Weitere Infos & Material


1. Introduction: Game and Interactive Audio 2. The Role of Audio in Interactive and Immersive Environments 3. Sound Design: The Art of Effectively Communicating with Sound 4. Practical Sound Design 5. The Game Engine Paradigm  6. The Audio Engine and Spatial Audio 7. Coding Basics for Game Audio  8. Basics of OOP and Defining Interactivity 9. Implementing Audio: Common Scenarios 10. Mixing 11. Environmental Modeling 12. Audio Data Reduction and Optimization


Jean-Luc Sinclair is a composer, sound designer, and technologist specializing in game audio and interactive sound. He has collaborated with artists such as Trent Reznor and contributed to projects with id Software. Based in New York, he works across interactive media and film, and lectures internationally. His work has been presented at the Solomon R. Guggenheim Museum and GameSoundCon. He teaches at Berklee College of Music and New York University.

David Cardona is an educator, Grammy-nominated engineer, interactive media artist, music technologist, composer, and entrepreneur focusing on responsive environments and installation design. He teaches game audio, video game programming, installation and instrument design, and emerging technologies at Berklee College of Music, Boston, USA. He has showcased his work at venues and conferences including the Smithsonian Hirshhorn Museum and Sculpture Garden, ACM SIGGRAPH, and the Audio Engineering Society.



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