000 02164cam a22003858i 4500
999 _c5080
_d5080
001 20733468
003 OSt
005 20241220134201.0
008 181106s2019 nyu 001 0 eng
010 _a 2018053387
020 _a9781138315969
_q(hbk ; alk. paper)
020 _a9781138315976
_q(pbk ; alk. paper)
020 _z9780429455971
_q(ebk)
040 _aDLC
_beng
_cDLC
_erda
_dDLC
042 _apcc
050 0 0 _aQA76.76.C672
_bR6336 2019
082 0 0 _a794.815
_223
_bROB
100 1 _aRobinson, Ciarán,
_eauthor.
245 1 0 _aGame audio with FMOD and Unity /
_cCiarán Robinson.
264 1 _aNew York :
_bRoutledge, Taylor & Francis Group,
_c2019.
300 _a266 pages ;
_c25 cm
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
500 _aIncludes index.
505 0 _aGame engines -- Audio middleware -- Game audio vs TV & film sound -- Getting started with FMOD -- Looping -- 2D vs 3D sound -- Getting started in Unity -- Level building in Unity -- Exploring the game environment -- Integrating FMOD and unity -- Interactive game objects -- Crate sounds -- Putting the S into FPS -- Changing footsteps -- The enemies shoot back -- Parameters -- Parameters 2 -- Bonus chapter parameters 2 -- Signal routing in FMOD -- FMOD effect plugins -- Ambience and transceivers -- Real-time mixing -- Snapshots -- The health system -- Game over man! -- Game music part 1 variation -- Game music part 2 parameter control -- Setting up Unity for music -- Mixing the game sidechains -- Optimising the game -- Building the game.
630 0 0 _aUnity (Electronic resource)
650 0 _aVideo games
_xProgramming.
650 0 _aComputer sound processing.
_9695
650 0 _aVideo games
_xSound effects.
776 0 8 _iOnline version:
_aRobinson, Ciarán, author.
_tGame audio with FMOD and Unity
_dNew York, NY : Routledge, 2019
_z9780429850349
_w(DLC) 2018053712
906 _a7
_bcbc
_corignew
_d1
_eecip
_f20
_gy-gencatlg
942 _2ddc
_cSC