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[...]... CD/DVD-ROM, touch-screen arcade games, Class II video slot machines, Class III mechanical and video slot machines, coin-op/arcade games, online and terminal-based video casino games, and numerous multimedia projects In addition to TheCompleteGuideto Game Audio, Aaron is the lead author of GameAudio Development and has written for Game Developer Magazine, Gamasutra.com, Music4Games.net, and the Society... try to envision the entire sound field and consider other elements that will be combined into the scene If there is an enormous explosion sequence, the score needs to accentuate the action but also needs to allow the dialog and sound design to breathe and then come in to do its job For sound design, I concentrate on organic elements that will blend together and try to make a cohesive sound I try to. .. ago? Gameaudio has made a quantum leap forward, and we not only have the talents of many veteran game composers and sound designers to thank, but thegame industry for its continued support and the technological advancements of audio hardware While 22 kHz, 8- or 16-bit sounds are still in use for some applications, 44.1 kHz, 16-bit, stereo (CD-quality audio) is the standard audio property of today’s audio. .. musicians and audio designers already know the struggles of justifying their careers, thegame environment is a great place to fit in . . . and never have to wear a tie Given the relative youth of our industry, thegame community is unfortunately void of experienced, well-rounded role models As I forged my way through the industry, there were not many well-known gameaudio professionals who stood as an... and harmony tothe home front But, because I knew absolutely nothing about the business, it took a couple of years to struggle into it, learn the ropes, and find my niche before I began to realize success That, in a nutshell, is the purpose of this book to educate you, to help you decide if this industry is right for you, and then give you the knowledge to take on the gaming world by storm My experiences... system brought the first (although slight) improvement in game sound As the thirst for these games grew, so did the technology and the search for more stimulation was set into high gear Various methods and audio processors were applied to aurally satisfy thegame player and keep them coming back In 1979, Mattel presented their Intellivision system—offering a sound generator capable of three-part harmony... Even on tour, I couldn’t escape my passion for games One of my fondest memories from our first North American tour was playing Street Fighter in the back of the tour bus between cities One concert, we even hooked our Nintendo tothe other band’s video projection wall and played a match during their concert performance When I returned from the tour, I decided to make my introduction into thegame industry... Elsevier/Focal Press, Music4Games, Game Developer Magazine, Gamasutra, NFG, SoCal TRACON, and thegame companies who have given me the chance to not only prove myself but to gain the wisdom to teach others And to all of the many others not listed, your contributions were all very much a ppreciated! Thank you! xxv This page intentionally left blank one Chapter An Introduction toGameAudio Insert Quarter... professionals who stood as an example of how to make a career in games Sure, Bill Gates was an inspiration for computer entrepreneurs everywhere, but there weren’t many gameaudio professionals who led the way for future generations The CompleteGuideto Game Audio, Second Edition serves as that role model for gameaudio and is a great resource for anyone looking to enter this fascinating industry New and... Williams, but only wanted to pay $200 for them Considering the amount of time and effort you need to pursue this course, there is no way to see any return on the investment and it became painfully obvious, that even though I was still overwhelmed by the urge to sell my music to someone, this was not the way to go about it I didn’t naturally move to video games, though I was still playing the original Nintendo . redefined how to learn the art, science and business of making world-class game soundtracks with the release of The Complete Guide to Game Audio. ’ His groundbreaking contribution to game audio continues. edition, Aaron Marks treats us to the long awaited up -to- date second version of The Complete Guide to Game Audio and I can only say, wow, he has pulled it off again! The book boasts near to 500 pages. alt="" “Aaron Marks The Complete Guide to Game Audio should be compulsory reading for anyone considering a career in game audio. ” Greg O’Connor-Read, Founder & Editor, Music4Games “Aaron’s