Description

Book Synopsis

Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game.

All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design.

Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website.



Table of Contents

Contents

List of Figures

Preface

Chapter 1: Game Engines

Chapter 2: Audio Middleware

Chapter 3: Game Audio vs Film Sound

Chapter 4: Getting Started with FMOD

Chapter 5: Looping

Chapter 6: 2D vs 3D Sound

Chapter 7: Getting Started in Unity

Chapter 8: Level Building in Unity

Chapter 9: Exploring the Game Environment

Chapter 10: Integrating FMOD and Unity

Chapter 11: Interactive Game Objects

Chapter 12: Crate Sounds

Chapter 13: Putting the "S" into FPS

Chapter 14: Changing Footsteps

Chapter 15: The Enemies Shoot Back

Chapter 16: Parameters

Chapter 16b: Parameters 2

Chapter 16b: Bonus Chapter – Parameters 2

Chapter 17: Signal Routing in FMOD

Chapter 18: FMOD Effect Plugins

Chapter 19: Ambience and Transceivers

Chapter 20: Real-Time Mixing

Chapter 21: Mix Snapshots

Chapter 22: The Health System

Chapter 23: Game Over Man!

Chapter 24: Game Music Part 1 – Variation

Chapter 25: Game Music Part 2 – Parameter Control

Chapter 26: Setting Up Unity for Music

Chapter 27: Mixing the Game – Sidechains

Chapter 28: Optimizing the Game

Chapter 29: Building the Game

Index

Game Audio with FMOD and Unity

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    £47.49

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    RRP £49.99 – you save £2.50 (5%)

    Order before 4pm today for delivery by Fri 26 Jun 2026.

    A Paperback by Ciaran Robinson

    15 in stock


      View other formats and editions of Game Audio with FMOD and Unity by Ciaran Robinson

      Publisher: Taylor & Francis Ltd
      Publication Date: 1/15/2019 12:03:00 AM
      ISBN13: 9781138315976, 978-1138315976
      ISBN10: 1138315974

      Description

      Book Synopsis

      Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game.

      All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design.

      Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website.



      Table of Contents

      Contents

      List of Figures

      Preface

      Chapter 1: Game Engines

      Chapter 2: Audio Middleware

      Chapter 3: Game Audio vs Film Sound

      Chapter 4: Getting Started with FMOD

      Chapter 5: Looping

      Chapter 6: 2D vs 3D Sound

      Chapter 7: Getting Started in Unity

      Chapter 8: Level Building in Unity

      Chapter 9: Exploring the Game Environment

      Chapter 10: Integrating FMOD and Unity

      Chapter 11: Interactive Game Objects

      Chapter 12: Crate Sounds

      Chapter 13: Putting the "S" into FPS

      Chapter 14: Changing Footsteps

      Chapter 15: The Enemies Shoot Back

      Chapter 16: Parameters

      Chapter 16b: Parameters 2

      Chapter 16b: Bonus Chapter – Parameters 2

      Chapter 17: Signal Routing in FMOD

      Chapter 18: FMOD Effect Plugins

      Chapter 19: Ambience and Transceivers

      Chapter 20: Real-Time Mixing

      Chapter 21: Mix Snapshots

      Chapter 22: The Health System

      Chapter 23: Game Over Man!

      Chapter 24: Game Music Part 1 – Variation

      Chapter 25: Game Music Part 2 – Parameter Control

      Chapter 26: Setting Up Unity for Music

      Chapter 27: Mixing the Game – Sidechains

      Chapter 28: Optimizing the Game

      Chapter 29: Building the Game

      Index

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