Description

Book Synopsis

Principles of Game Audio and Sound Design is a comprehensive introduction to the art of sound for games and interactive media using Unity. This accessible guide encompasses both the conceptual challenges of the artform as well as the technical and creative aspects, such as sound design, spatial audio, scripting, implementation and mixing.

Beginning with basic techniques, including linear and interactive sound design, before moving on to advanced techniques, such as procedural audio, Principles of Game Audio and Sound Design is supplemented by a host of digital resources, including a library of ready-to-use, adaptable scripts. This thorough introduction provides the reader with the skills and tools to combat the potential challenges of game audio independently.

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 g

Table of Contents

Chapter 1: Introduction

  1. The Genesis of Audio In Games
  2. From Sample Playback to Procedural Audio
  3. How to Use this book

Chapter 2: The Role of Audio in Interactive and Immersive Environments

    1. Inform, Entertain, Immerse
    2. Challenges of Game Audio

Chapter 3: The Game Engine Paradigm

  1. What is a Game Engine
  2. SubSystems

Chapter 4: The Audio Engine and Spatial Audio

  1. Listener, Audio Clips and Audio Sources
  2. Audio Localization and Distance Cues

Chapter 5: Sound Design, The Art of Effectively Communicating with Sound

  1. The Art of Sound Design:
  2. Basic Techniques

Chapter 6: Practical Sound Design

  1. Setting Up a Sound Design Session and Signal Flow
  2. Practical Sound Design and Prototyping

Chapter 7: Coding For Game Audio

    1. Why Learn to Code?
    2. An intro to C#: Syntax and Basics
    3. Playing Audio In Unity

Chapter 8: Implementing Audio: Common Scenarios

    1. Before You Start: Preparing Your Assets
    2. Ambiences and Loops

Chapter 9: Environmental Modeling

  1. What is Environmental Modeling
  2. Distance Modeling
  3. Additional Factors

Chapter 10: Procedural Audio: Beyond Samples

  1. Introduction, benefits and drawbacks.
  2. Practical Procedural Audio: A Wind Machine and a Sword Collision Model

Chapter 11: Adaptive Mixing

  1. What’s in a Mix? Inform and Entertain (again).
  2. The Unity Audio Mixer
  3. Snapshots, Automation and Game States
  4. Good Practices

Chapter 12: Audio Data Reduction

  1. Digital Audio: A Quick Review
  2. Data Reduction Strategies
  3. Data Reduction Good Practices
  4. Data Reduction In Unity

Principles of Game Audio and Sound Design

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    Order before 4pm today for delivery by Mon 15 Jun 2026.

    A Paperback by Jean-Luc Sinclair

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      View other formats and editions of Principles of Game Audio and Sound Design by Jean-Luc Sinclair

      Publisher: Taylor & Francis Ltd
      Publication Date: 1/27/2020 12:04:00 AM
      ISBN13: 9781138738973, 978-1138738973
      ISBN10: 1138738972

      Description

      Book Synopsis

      Principles of Game Audio and Sound Design is a comprehensive introduction to the art of sound for games and interactive media using Unity. This accessible guide encompasses both the conceptual challenges of the artform as well as the technical and creative aspects, such as sound design, spatial audio, scripting, implementation and mixing.

      Beginning with basic techniques, including linear and interactive sound design, before moving on to advanced techniques, such as procedural audio, Principles of Game Audio and Sound Design is supplemented by a host of digital resources, including a library of ready-to-use, adaptable scripts. This thorough introduction provides the reader with the skills and tools to combat the potential challenges of game audio independently.

      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 g

      Table of Contents

      Chapter 1: Introduction

      1. The Genesis of Audio In Games
      2. From Sample Playback to Procedural Audio
      3. How to Use this book

      Chapter 2: The Role of Audio in Interactive and Immersive Environments

        1. Inform, Entertain, Immerse
        2. Challenges of Game Audio

      Chapter 3: The Game Engine Paradigm

      1. What is a Game Engine
      2. SubSystems

      Chapter 4: The Audio Engine and Spatial Audio

      1. Listener, Audio Clips and Audio Sources
      2. Audio Localization and Distance Cues

      Chapter 5: Sound Design, The Art of Effectively Communicating with Sound

      1. The Art of Sound Design:
      2. Basic Techniques

      Chapter 6: Practical Sound Design

      1. Setting Up a Sound Design Session and Signal Flow
      2. Practical Sound Design and Prototyping

      Chapter 7: Coding For Game Audio

        1. Why Learn to Code?
        2. An intro to C#: Syntax and Basics
        3. Playing Audio In Unity

      Chapter 8: Implementing Audio: Common Scenarios

        1. Before You Start: Preparing Your Assets
        2. Ambiences and Loops

      Chapter 9: Environmental Modeling

      1. What is Environmental Modeling
      2. Distance Modeling
      3. Additional Factors

      Chapter 10: Procedural Audio: Beyond Samples

      1. Introduction, benefits and drawbacks.
      2. Practical Procedural Audio: A Wind Machine and a Sword Collision Model

      Chapter 11: Adaptive Mixing

      1. What’s in a Mix? Inform and Entertain (again).
      2. The Unity Audio Mixer
      3. Snapshots, Automation and Game States
      4. Good Practices

      Chapter 12: Audio Data Reduction

      1. Digital Audio: A Quick Review
      2. Data Reduction Strategies
      3. Data Reduction Good Practices
      4. Data Reduction In Unity

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