Contents

Acknowledgements

Introduction

Chapter 1 Basic Training

Opening the Tutorial Level

Explore the Level: Navigation

Views

Navigation

Building

Actors

The Content Browser: Finding Actors

Every Room Has a Tone: Ambience

[AmbientSoundSimple] for Looping Sounds

Changing your First Sound

Adding your First Sound

Importing your First Sound

Ambient Sounds Case Study

Attenuation and Radius Min/Radius Max

A Word About Distances in UDK

A Word About Numbers in UDK

Toggle a Looping Sound

Kismet 101

[AmbientSoundSimpleToggleable] for Toggleable Looping Sounds

Ambient Loops and “Phasing Loops”

The “Walls” Problem

Multiple Sounds Solution to the Walls Problem

[TriggerVolume] Switching Solution to the Walls Problem

Ambience: A Painterly Approach

Chapter 2 How Big is the Truck?

How Big is the Truck?

RAM Budgets and Streaming

A Lifetime’s Work

The Triangle of Compromise or “Triangle of Pain!”

Squaring the Triangle: Basic Memory Saving Techniques

The Importance of Editing

File Compression

Sample Rates

Non-Repetitive Design

Caveat—Sometimes Repetition is OK

Reuse of Sounds: The Power of Pitch

Reuse of Sounds: Using Filters

Randomization in Time, Pitch, and Volume

Randomization in Time, Pitch, and Volume Using [SoundCue]s

The Combinatorial Explosion: Vertical Combinations

The Combinatorial Explosion: Horizontal Concatenation

Multiple Start Points

Some DSP

Recap of Sound Actors

Conclusions

Chapter 3 Making it Sound Real

Sound Propagation

Reverb

Sound Sources and Spatialization

Directionality

Filtering Over Distance

Faking Filter Over Distance

Reveal Detail Over Distance

Occlusion, Obstruction, Exclusion

Ambient Zones

Obstructions and Exclusions

“Real” Sound for Gameplay

Stealth 101

Stealth and Distraction

Collisions and Physics

Manual Collisions: Using [TriggerVolume]s

Automated Collisions: Footsteps and Surface Types

Scripting 101

Custom Movement Sounds

Physics

Cascading Physics

Movers and [Matinee]

Sounds that Move

Movers that Sound

Cut-Scenes, Cameras, and Sound

Cut-Scenes with No Audio Control

Cut-Scenes with Audio Control

Level Fly-Throughs

Where’s My Head At?

Conclusion

Chapter 4 Music Systems

Introduction

Styles and Game Genres

Roles and Functions of Music in Games

It’s a Fine Line between Love and Hate

Music Concepting/Spotting/Prototyping/Testing

The Key Challenges of Game Music

Source Music/Diegetic Music

Linear Music and Looping Music

Avoid the Problem: Timed Event Music

Avoid the Problem: Non-Time-Based Approaches Using Ambiguous Music

Avoid the Problem: Stingers

Transitional Forms/Horizontal Switching

Clunky Switching

Better Switching: Crossfades

UDK’s (Legacy) Music System

Maintaining Musical Structures: Horizontal Transitions

Write in Chunks

Transitions and Transition Matrices

Switch Points: Marking Up Existing Tracks

The Problem of Decay

Parallel Forms/Vertical Layering

Simple Mute/Unmute

Mixing Layers

Leitmotifs and the Combinatorial Explosion

The “Variation” Question: Generative or Procedural Forms

Vertical Recombinations

Set Phasing to Stun

Low-Level Generative Processes

The Problem with Generative Music

“Interactive” Music: Music as an Input

A Short History Lesson: Gains and Losses

Music-Based Games

Conclusions

Chapter 5 Dialogue

Concepts and Planning

Types of Speech

Localization

Casting

Recording Preparation

Script Format and Planning

Session Planning

Recording

Wild Lines

Studio Prep and Setup

Performance

Near and Far (Proximity Effect and Off-Axis)

ADR Lines and Motion Capture Recordings

Editing and Processing

Rapid Prototyping for Dialogue Systems

Implementation

Branching Dialogue

AI, Variation, and How Not to Drive People Nuts: Part 1

Concatenation, Sports, and How Not to Drive People Nuts: Part 2

In-Engine Cut Scenes: A Dialogue Dilemma

Conclusions

Chapter 6 Making it Sound Good

Audio Concepting

Spotting, Roles, and Functions of Sound in Games

Reality and Characterization

Define the Environment: Immersion and Emotion

Symbolic Sounds

Expect the Unexpected

Space, the Final (Technique) for Tears

Information and Feedback

Instruction

Feedback

Navigation

Interactive Mixing and the Power of Subjectivity

Voice Instance Limiting and Prioritization

Listening Levels

Planning for a Dynamic Mix

Planning for a Full Mix

Soundclasses and SoundModes

Ducking

Subjective Sound States

Interactive Mixing Conclusion

Conclusions

Chapter 7 Advanced Sound System Design

Weapon Systems

One Shot

Retriggered Firing

Retriggered Firing with Tail

Weapon Status Feedback System

Make a Point

Looping Mechanical Weapon

Looping Sci-Fi Weapon

Layers for Weapons

Weapons Sounds: Attenuation and Character Over Distance

Sniper Rifle

Impact, Whizz-by, and Handling Sounds

Adding Sound to Animations

Weapons Summary

Vehicle Systems

Simple Vehicle: Manta

Engine-Based Vehicles: Scorpion

Engine-Based Vehicle with Crossfades: GAT_Scorpion

Conclusions

Chapter 8 Next Steps

Jobs and Work

Do You Have What it Takes?

Jobs and Skills

How To Get Work

Making a Demo Reel/Website/Blog

How to Keep Working

Conclusions

Appendix A Organization Tips

Finding and Seeing What’s Going On

What Does That Do Again?

Audio File Finder Utilities

Naming Conventions

Batch Renaming Utilities

Appendix B Troubleshooting and Optimization

Crashes

Version Control

Hearing What’s Going On

Audio Optimization and Tracking the RAM Budget

Streaming

Appendix C UDK Tips

Running Slowly

Importing Sounds

Bulk Importing of Sounds

Fast Creation of [SoundCue]s

Basic Folder Guide

Creating Levels

The Builder Brush for Geometry, Trigger Volumes, and Reverb Volumes

Scaling and Other Widgets

Saving

Lighting

Static Meshes

Materials

Terrain

Emitters + Particle Effects

Weapons

Water

Building

Kismet Tips

Kismet System Debugging

Sequences/Subsequences

Copying and Reusing Sequences

Runtime versus Placeable Actors

Instigators

Take Damage

Named Variables and Remote Events

Spawning and Controlling Bots

Key Binding

Scripting

Setting up UDK for Custom Scripts

Editing Scripts

What’s in a Script?

Bibliography and Further Reading

Index

Additional appendices available on the website (www.thegameaudiotutorial.com) include:

Appendix D Audio Editing for Games

Appendix E Sound Design Basics

Appendix F Batch Processing

Appendix G Digital Audio

Appendix H Sound Library Contents

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