Syndetics cover image
Image from Syndetics

Creating music and sounds for games / by G.W.Childs

By: Childs, G.WPublisher: Boston : Thomson course technology, 2007Description: 293p. ill. [chiefly b/w] 24cm001: 11681ISBN: 1598633015; 9781598633016Subject(s): Digital audio | Sound recording and reproduction | Music | Game design | Computer and video gamesDDC classification: 794.8165 CHI

Enhanced descriptions from Syndetics:

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 provided by Syndetics

  • Chapter 1 Meetings (p. 1)
  • Who's Who in Game Design Meetings (p. 2)
  • Producers (p. 2)
  • Level Designers (p. 3)
  • Art Team (p. 3)
  • Quality Assurance Team (p. 4)
  • Marketing (p. 4)
  • Questions to Ask the Design Team (p. 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 Database (p. 9)
  • Project Database (p. 10)
  • Status (p. 12)
  • Assigned To (p. 12)
  • Sound Class (p. 12)
  • Character Name (p. 12)
  • Character Code (p. 12)
  • Level (p. 13)
  • Milestone Delivery (p. 13)
  • Filename (p. 13)
  • Description (p. 13)
  • Notes (p. 13)
  • Filename(s) (p. 14)
  • Status Checkboxes (p. 14)
  • Tags (p. 15)
  • Find (p. 15)
  • Omit (p. 15)
  • Export (p. 15)
  • Info (p. 16)
  • Other Handy Fields (p. 16)
  • Personal Database (p. 16)
  • Modifying Source Material (p. 17)
  • Personal Database Software (p. 17)
  • Making Prototypes (p. 20)
  • Chapter 3 Field Recording (p. 23)
  • When to Go Out in the Field (p. 24)
  • Be Prepared (p. 24)
  • Keep It Simple (p. 24)
  • Slate (p. 24)
  • Recorders (p. 25)
  • Sound Devices (p. 25)
  • Edirol (p. 27)
  • M-Audio (p. 28)
  • Inexpensive Recorders You May Already Own (p. 29)
  • Microphones (p. 29)
  • Audio-Technica AT897 (p. 31)
  • Shure VP88 (p. 31)
  • Sennheiser MKH 418S (p. 31)
  • Rode NT5 (p. 32)
  • Locations (p. 33)
  • When Field Recording Isn't What You Expected (p. 33)
  • When Recording Is Done (p. 34)
  • Chapter 4 Sound Design: Tools of the Trade (p. 35)
  • Computer Platforms (p. 36)
  • Recommended Software (p. 37)
  • Wave Editors (p. 37)
  • Sound Forge for PC (p. 39)
  • Wavelab for PC (p. 40)
  • Peak for Mac (p. 41)
  • Multi-Track Editing Programs (p. 42)
  • Pro Tools for PC and Mac (p. 43)
  • Nuendo for PC and Mac (p. 44)
  • Plug-ins (p. 46)
  • Waves Platinum Native Bundle for PC and Mac (p. 47)
  • Reaktor for PC and Mac (p. 48)
  • TC Electronics Power Core for PC and Mac (p. 48)
  • Synthesizers (p. 49)
  • Reason for PC and Mac (p. 51)
  • Reaktor for PC and Mac (p. 51)
  • Samplers (p. 52)
  • Kontakt (p. 52)
  • GigaStudio (p. 53)
  • Chapter 5 Sound Design: Basic Tools and Techniques (p. 55)
  • Basic Tools for Sound Design (p. 56)
  • Time-Stretching/Time-Compression (p. 56)
  • Pitch-Shifting (p. 58)
  • Pitch-Bending (p. 59)
  • Fade-In/Fade-Out (p. 60)
  • Silence (p. 62)
  • Change Gain (p. 62)
  • Reverse (p. 63)
  • Crossfade (p. 63)
  • Effects (p. 66)
  • Reverb (p. 67)
  • Chorus (p. 69)
  • Delay (p. 70)
  • Distortion (p. 71)
  • Compression (p. 71)
  • Equalizer (EQ) (p. 73)
  • Chapter 6 Advanced Tools and Techniques (p. 75)
  • Return of the Robot (p. 76)
  • Manipulating the Robot (p. 77)
  • The Robot Thus Far (p. 85)
  • When You Need Inspiration (p. 87)
  • Canned Sound (p. 87)
  • Existing Sound FX Libraries (p. 88)
  • Chapter 7 Software Instruments and Samplers (p. 89)
  • Using Reason for Sound Design (p. 90)
  • The Malstrom (p. 91)
  • Enter the NN-XT (p. 99)
  • If You Don't Use Reason (p. 106)
  • Chapter 8 Batch Converting (p. 109)
  • What Is a Batch Converter? (p. 110)
  • Batch File Renaming (p. 111)
  • Batch Processing (p. 116)
  • Quick Keys (p. 128)
  • Chapter 9 Mixing Cut Scenes (p. 129)
  • The First Cut Scene (p. 130)
  • The Stage (p. 130)
  • Music (p. 132)
  • Ambience (p. 133)
  • Foley (p. 134)
  • Sound FX (p. 136)
  • Voice (p. 137)
  • Effects-Adding Plug-ins (p. 137)
  • The Final Mix (p. 138)
  • Chapter 10 Composing: The Game Design (p. 141)
  • The Audition (p. 142)
  • Music in Video Games-A Small Bit of History (p. 143)
  • The Team's Needs (p. 144)
  • Demo for E3 (p. 144)
  • Portable Recorder (p. 146)
  • Proactivity (p. 148)
  • How the Game Uses Your Music (p. 149)
  • Internal Looping in the Game Engine (p. 149)
  • Cut Scenes (p. 150)
  • Interactivity (p. 150)
  • Beat-Synchronous Instructions (p. 151)
  • Chapter 11 Composing: Tools of the Trade (p. 153)
  • Multi-Track Programs (p. 154)
  • Nuendo/Cubase SX for PC and Mac (p. 156)
  • Apple Logic Pro for Mac (p. 157)
  • Digital Performer for Mac (p. 159)
  • SONAR for PC (p. 160)
  • Pro Tools for PC and Mac (p. 162)
  • Wave Editors (p. 163)
  • Soft Synths (p. 166)
  • Absynth for PC and Mac (p. 167)
  • Reason for PC and Mac (p. 169)
  • Atmosphere for PC and Mac (p. 171)
  • Blue for PC and Mac (p. 172)
  • Minimoog V for PC and Mac (p. 173)
  • Chapter 12 Samplers (p. 175)
  • Sample Formats (p. 177)
  • Soft Samplers (p. 179)
  • Kontakt for PC and Mac (p. 179)
  • GigaStudio for PC (p. 182)
  • Additional Samplers (p. 184)
  • Logic Pro EXS24 for Mac (p. 184)
  • HALion for PC and Mac (p. 185)
  • MachFive for PC and Mac (p. 187)
  • Sample Libraries (p. 188)
  • Vienna Symphonic Library (p. 189)
  • SAM Orchestral Brass (p. 190)
  • Symphonic Orchestra, Gold Edition (p. 191)
  • Symphonic Choirs (p. 191)
  • Chapter 13 Editing Prerecorded Music (p. 195)
  • Cutting Audio (p. 196)
  • Crossfading (p. 203)
  • Crossfading: The Function (p. 204)
  • Crossfading: Manual (p. 206)
  • Automation (p. 208)
  • Automating Effects (p. 212)
  • Chapter 14 Creating Music for Cut Scenes (p. 217)
  • Start with Action (p. 219)
  • The Dialogue (p. 221)
  • The Intro (p. 223)
  • The Ending (p. 224)
  • Chapter 15 Breaking into the Game Industry (p. 227)
  • My History in the Game Industry (p. 227)
  • Going to School (p. 228)
  • Networking (p. 229)
  • The Internet (p. 230)
  • Job Hunting (p. 230)
  • Your Web Site (p. 231)
  • Trade Shows (p. 231)
  • GDC (p. 233)
  • E3 (p. 234)
  • Chapter 16 Reviewing What You've Learned (p. 235)
  • Step 1 Demo Reel, Web Site, Business Cards (p. 235)
  • Demo Reel (p. 235)
  • Web Site (p. 237)
  • Business Cards (p. 237)
  • Step 2 Game Conventions (p. 238)
  • Step 3 A Gig (p. 239)
  • Step 4 Stockpile Tools of the Trade (p. 239)
  • Game's Complete (p. 240)
  • Freelance Contractor (p. 241)
  • Going Full Time (p. 242)
  • Appendix A Online Resources (p. 243)
  • Appendix B Tools of the Trade (p. 247)
  • Appendix C Potential Employers (p. 255)
  • Appendix D Glossary (p. 265)
  • Index (p. 271)

There are no comments on this title.

to post a comment.

Powered by Koha