INDEX

Note: page numbers in italic indicate a figure and page numbers in bold indicate a table on the corresponding page.

2D audio sources 51–52, 62, 68

2D levels 26–27, 30

2D sounds 178–179, 189

2.5D audio sources 51–52

2.5D games 26

3D audio, implementation of 58–67

3D audio sources 51–52

3D levels 26–27

3D sounds 179, 189

5.1 Dolby Digital 66

5.1 standard 62–65

7.1 surround systems 66

360-degree surround 65–67

AAC (advanced audio coding) format 281

absolute time 168–170

absorption coefficients 216

AC-3 Dolby Digital 282

access modifiers 158–159

Acorn, Allan 1, 2

active mix events 258–259

adaptive crowd engine prototype 143–146

adaptive mixing 251–275; considerations for 251–253; good practices 271–274; music, dialogue, and sound effects 253–254; planning and pre-production 254–259

ADPCM (adaptive differential pulse code modulation) format 282

aeoliphone 70

aesthetics 252

algorithmic reverb plugins 104

algorithms: in coding 148–149; Fourier-based 89; random emitter 183

ambiences 174–182, 188–189; creating 175–178; spatial distribution 180–181, 181; time property 181–182

ambient lights 33

ambisonic recording 11

ambisonics 65–67, 66, 68

amplifiers 77

amplitude 75, 170–171

amplitude modulation 76, 100–101, 233; creature design and 141–142

animal samples 141, 143

animation clips 35, 36

animation controllers 36

animation events 36, 201–203

animation system 35–37

AntiPattern 156

Aphex Aural Exciter 97

area lights 33

arrays 155–157, 155

asset delivery checklist 22–23

asset management 22–23, 85–86

assets folder 26

Atari 1

Atari 2600 2, 8, 18, 24

attenuation shapes 47–52

attributes 150

audio: object types 34; role of, in games 7–17; see also game audio

audio assets: gathering and preparing 82–86; high quality 83–84; importing 174; management and organization of 22–23, 85–86; preparation of 173–174

audio clips 34, 44, 46, 190–192

audio data reduction 276–286; common file formats 280–282; file size calculation 277–278; good practices 282–283; options 283–286; perceptual coding 280; pulse code modulation 276–277; strategies 278–282; trade-offs 280

audio developers 5–6

audio effects 52–53

audio emitters 212–213

audio engine 40–41, 43–69

audio fades 168–170, 204–206

audio filters 52

audio group inspector 260–261

audio implementation 173–213; ambiences and loops 174–182, 188–189; animation events 201–203; asset preparation 173–174; collisions 193–197; distance crossfades 206–210, 206; fades 204–206; intermittent triggers 188–189; prefabs 210–213; random emitters 182–188, 182; raycasting 197–201; sample concatenation 189–193; smart audio sources 197–201

Audiokinetic 17

audio listeners 43–45

audio localization 53–69

audio mixers 53, 116–118, 123, 170, 259–266, 272–273; see also mixing

audio playback technology, evolution of 3–5

audio programming and implementation 5

audio reverb filters 224

audio script 160–171

audio settings 40–41

audio source parameters 46–47

audio sources 34, 45, 49, 179–180; 2D, 3D, and 2.5 51–52; directional 50; smart 197–201; square/cube 50, 51; volumetric 51

audio-visual contract 76

augmented reality 4, 5; categories of 14; immersion and 14–17

aural exciters 97

automation 266–271

Avatar 36

Awake() function 154, 160, 207

axes 37–38

Azimuth 53, 54

baking 216

base class 150, 151

batch processors 80, 174

behaviors 150

believability 137

B format 67

binaural renderings 58–61

bit crushing 92

bit depth 3

bit rates 278, 279–280, 283

blending 106–107

blind spots 179

Blue Print 17

Booleans 154

broadband noise 244

broad frequency spectrum 62

Brown, Tregoweth 71

Burtt, Ben 71

bus compression 94

Bushnell, Nolan 1

C 149

C# 148, 150; accessing functions from another class 159–160; access modifiers 158–159; arrays 155–157, 155; audio script 160–171; data types 154; first script in 151–154; introduction to 151–171; lists 157–158; syntax 151–154; variables 154–155

Cage, John 18

camel casing 155

cameras 29

Cartesian coordinates 26–27

cartoons 71

center speakers 64

chambers 103

channel-based audio 58, 62

character controllers 28, 28, 29

characters 154

CheckDistance() function 198

CheckForDistance() function 198, 201, 208

child classes 151

Chime Vs. Buzzer Principle 11–12

Chion, Michel 76

chorus 110–111, 111

clarity 251–252

classes 150–151, 151; accessing functions from other 159–160

class names 152

clients, communication with 86

clipping 119–121, 120

clouds 99

coalescence 99

coding 147–172; algorithms 148–149; audio script 160–171; C# 151–171; detecting keyboard events 167–168; encapsulation 150; inheritance 150–151; logic 148; object-oriented programming 149–151; perceptual 280; reasons to learn 147–151; reusable code 156–157; sample randomization 166–167; syntax 148; using triggers 164–166

coin-operated games 2

Colavita visual dominance effect 16

colliders 32, 32, 38, 164–166, 193–195, 194, 200–201

collision detection 32, 38, 39, 193–195

collisions 193–197

colons 152

colors, working with, in Unity mixer 261–262

comb filtering 89, 101–102, 102

communication 86

complex sounds, breaking into layers 73–74, 74

compressed audio formats 83

compression 92–95, 93; bus 94; dynamic range 93; inflation 95; transient control 94–95

compression formats 285–286

compressors 77, 84–85, 257

Computer Space 1

concatenation 189–193

condenser microphones 80–82

consistency 15–16, 22, 252

constant bit rates (CBR) 279

context 8

convolution 107–110, 108; creature design and 142–143; filtering/very small space emulation 110; hybrid tones 110; optimization 109; speaker and electronic circuit emulation 109–110

convolution-based reverb plugins 78

coroutines 169, 183–188

CPU resources 240

creature sounds: amplitude modulation and 141–142; animal samples 141, 143; convolution and 142–143; distortion and 140; emotional span 137–138; equalization and 140; non-human samples 143; pitch shifting and 138–140; primary vs. secondary sounds 137; prototyping 136–143; vocal recordings 138

crossfades 206–210, 233–234

crosstalk 61

curly braces 153

cut scenes 122–126

data 8

data reduction: good practices 282–283; options 283–286; strategies 278–282

data types 154

DAWs 116–118

deadlines 22

decay time 105

deltaTime variable 168–169

density 98, 105, 220

design documents 85–86

Destroy() method 211

dialogue 122, 253–254

diffuse resonant bodies 247

diffusion 220

digital audio 276–278

digital audio converters (DACs) 116

digital audio encoding 277

digital audio signals 92

Digital Signal Processing techniques 107

directional audio sources 50

directional lights 33–34

distance: Doppler effect and 234–237; dry to wet ratio as product of 227–229; factors in 75–76; filtering as product of 224–230; low pass filtering with 55; perception of 10; simulation 229–230; spherical spreading over 48–50, 48, 49; width perception as product of 225–226

distance crossfades 206–210, 206, 233–234

distance cues 53, 54–56

distance modeling 224–230

distortion 89–92, 91; bit crushing 92; creature design and 140; overdrive 91; saturation 90–91, 90

distortion/saturation plugins 78

Dolby Atmos 58

Dolby Digital Live 282

Doppler effect 234–237

Doppler factor 235

drop files 145

dry to reflected sound ratio 55

dry to wet ratio 227–229

DSP classics 100–102

DTS:X 58

ducking 266

dynamic microphones 80–82

dynamic mix 13, 21–22

dynamic range 77, 120–121, 120, 252, 256–258, 257, 283

dynamic range compression 93

effects, adding to groups 262–263

effects loops 122–125, 222–223; inserts vs. 263–264; setting up for reverberation 264–266

Electronic Arts 4, 20

electronic circuit emulation 109–110

emotional involvement 17

encapsulation 150, 150

entertainment 8, 12–14

environmental modeling 4, 9–10, 21, 214–237; best practices for 219–220; definition of 214–215; density and diffusion 220; distance crossfades 233–234; distance modeling 224–230; Doppler effect 234–237; effects loops 222–223; exclusion 230, 232–233, 232; guns and explosions 130–131; high frequencies vs. low frequencies 220; late vs. early reflections 219; obstruction 230, 231–232, 232; occlusion 230, 231, 231; reflections level 219–220; reverberation 215–219, 222–223; reverberation for 106; reverb zones 221–222

equalization 77, 95–97; creature design and 140; resonance simulation 96–97

equalizers 77

equal loudness contour graph 272, 272, 273

evaporation 99

event functions 153–154, 153

event scheduling 192–193

exclusion 10, 230, 232–233, 232

experimentation 86

fades 168, 169–170, 204–206

fall-off curve 48

Farnell, Andy 242

Fast Fourier Transform (FFT) 107, 108

fast Fourier transform-based algorithms 89

fatigue avoidance 18–19

file formats 280–282

file size calculation 277–278

filtering 95–97, 110, 233; low pass 55, 76, 87, 224–225, 249–250; as product of distance 224–230

first-personal controller 28

flangers 111, 111

Fletcher-Munson curves 272, 272, 273

floating point numbers 154

Foley, Jack 113

Foley recording 113–114

footsteps 76, 189–190

formants 139, 139, 140

forward slash 154

Fourier-based transforms 89

Fourier synthesis 247

frame rates 118–119, 168–170

frequency chart 96, 96

front left and right speakers 64

full bandwidth recordings 83

full sphere, surround format 65–67

fully immersive systems 14

functions: accessing, from another class 159–160; see also specific functions

Gabor, Denis 88, 97–98

game audio: challenges in 17–23; coding for 147–172; evolution of 3–5; genesis of 1–3; role of 7–17

game engine: definition of 24–29; level elements 29–34; paradigm 24–42; sub systems 35–42

game levels 26–27; elements of 29–34

game mechanics 11–12

GameObject.Find() function 197–198, 207

game objects 20; see also objects

gameplay: adjusting levels during 265–266; increasing complexity in 4

game states 254, 266–271

Gardner, W.G. 227

generic audio 279

geometry 9–10

Gerzon, Michael 65

GetComponent() method 160, 161

GetKeyDown() function 167–168

GetOcclusionFreq() function 200, 201

grain duration 98–99

granular synthesis 88–89, 88, 97–100, 98; pitch shifting 99–100; sample manipulation/animation 100; terminology 98–99; time stretching 99–100

gravity gun 20

Grindstaff, Doug 71–72

groups: adding effects to 262–263; adding to audio mixer 259–260; audio group inspector 260–261

group sidechaining 125–126

guns: detonation/main body layer 129–130; environmental modeling 130–131; general considerations 127–128; gunshot design 128–129; one shot vs. loops 126–127, 127; player feedback 131–132; prototyping 126–132; sublayer 130; top end/mechanical layer 130

Half Life 2 20

hard clipping 90, 90, 91

harmonic generators 97

harmonic processors 78

headphones 274

Head Related Transfer Functions 11

head related transfer functions (HRTFs) 58, 58–62, 59, 108

high cut parameter 105–106

high frequencies 220, 233, 283

high pass filtering 75–76

home gaming consoles, first 2

horizontal axes 37–38

horizontal plane, localization on 56–57

HRTFs see head related transfer functions (HRTFs)

humanoids 36

hybrid tones 110

IDE see Integrated Development Environment (IDE)

IEnumerator 184

immersion 8; characteristics that create 15; definition of 14–17; maintaining 16

implementation, challenges 17–18

impulse reponse 104

inflation 95

information, provided by audio 8–12, 252–253

inheritance 150–151

input 116

input system 37–38

inserts 116–117, 122–123, 263–264

Inside 16

Instantiate() method 210–211

integers 154

Integrated Development Environment (IDE) 148, 152

interactive elements 19–20

interaural intensity difference (IID) 11, 57, 57, 58

interaural time difference (ITD) 11, 57, 57, 58

intermittent emitters 189

intermittent triggers 188–189

inverse square law 54–55

isKinematic property 38

isPlaying property 190

isTrigger property 39

Kandinsky, Wassily 115

keyboard events, detecting 167–168

kinematic RigidBody colliders 194

lavalier microphones 81–82

Law of Two and a Half 76

layering/mixing 86–87, 94, 175

layers 85

level meters 117

levels: 2D 26–27, 30; 3D 26–27; adjusting during gameplay 265–266; game 26–27, 29–34; mix 273–274

LFE submix 125

Lifecycle script 153

lighting 28, 33–34

Limbo 16

linear amplitude 170–171

linear animation 41–42

linear fall-off curve 48

linear mixes 122–126

linear model synthesis 246–250

listeners 34, 43–45

lists 157–158

LKFS unit 273

load type 284–285

local coordinates 27

localization: audio 53–69; cues 56–58; on horizontal plane 56–57; on vertical plane 58–59

location, perception of 10–11

logarithmic amplitude 170–171

logarithmic fall-off curve 48

logic 148

loops 174–182, 176, 189; creating 175–178; implementing 178–182; inserts vs. effect 263–264; seamless 175–176; spatial distribution 180–181, 181; time property 181–182; see also effects loops

lossless data reduction 278–279

loudness 54–55, 272–273, 272

loudness K-weighted full scale (LKFS) 273

loudness maximizers 77, 131

loudness unit full scale (LUFS) 273

low cut parameter 106

low frequencies 220

low frequency effects (LFE) 64

low pass filtering 55, 76, 87, 224–225, 249–250

LUFS-based loudness meters 78–79

LUFS unit 273

MacDonald, Jimmy 71

Magnavox Odyssey 2

MapToRange() function 208–209

mass, of sound 74–75

Massachusetts Institute of Technology (MIT) 1

master output 124

materials 31

MaxMSP: adaptive crowd engine prototype 143–146; sword maker example in 246–250

MaxxBass plugin 97

Mecanim 35

Menzies 247

meshes 30

.meta extension 44

metering tools 78–79, 117

microphones 80–82; dynamic vs. condensers 80–82; placement of 82

mixer parameters 270

mixers 53, 116–118, 170, 223, 259–266, 272–273

mixing 13–14, 21–22, 86–87; adaptive 251–275; considerations for 251–253; dynamic range 256–258; good practices 271–274; inserts vs. effect loops 263–264; music, dialogue, and sound effects 253–254; passive vs. active mix events 258–259; planning and pre-production 254–259; premix 273–274; routing 255–256; snapshots and 266–271; submixing 254–255; Unity audio mixer 259–266

mix levels 273–274

mix sessions 123

modal synthesis 246–250

models 30–31

modes 96–97, 246

monitoring 126

Monobehaviour 152

mono signals 61–62

MP3 83, 280–281

multichannel audio 62–65, 68

multi-modal integration 76

multi-player games 42

Murch, Walter 21, 72, 76

music 13–14, 122, 253–254

music bus 257

naming conventions 22–23, 85, 155, 180

narration 254

narrative function 252

networking 42

No Country for Old Men 72

noise 84

non-diffuse resonant bodies 247

non-immersive systems 14

non-player controllers (NPCs) 28

non static variables 159

Nutting Associates 1

Nyquist theorem 276

object-based audio 58–61, 62, 67, 68–69

object-oriented programming 149–151

objects 30; audio 34, 43–45; colliders 32, 32; lights 33–34; materials 31; meshes 30; models 30–31; particle systems 32; prefabs 34; shaders 31; skyboxes 32; sprites 30; terrain 31–32; textures 31, 31; transform component 30; triggers 33

obstruction 10, 230, 231–232, 232

occlusion 10, 197–199, 210, 230, 231, 231

Ogg Vorbis 281

OnCollisionEnter() function 194

ontological modeling 241

OnTriggerEnter() function 165

OnTriggerExit() function 165

OnTriggerStay() function 165

opacity 99

output 118

overdrive 91, 91

overlapping 89

overriding 34

Pac Man 2

parameters: editing via scripting 270; exposing 270–271; see also specific parameters

parent class 151

particle systems 32

passive mix events 258–259

PCM audio 18

peak meters 272–273

pebble effect 199–201

perceptual coding 280

percussive sounds 75, 83

peripheral vision 9

phasers 112, 112

phasing issues 181–182

physical analysis 242

physics 4, 20, 38, 238–239

physics engine 38–40

pink noise 243–244, 245

pitch 74

pitch shifting 87–89, 178; creature design and 138–140; fast Fourier transform-based algorithms 89; granular synthesis 88–89, 88, 99–100; playback speed modulation 87–88

Pitch Synchronous Overlap and Add (PSOLA) 88, 99–100

playback speed modulation 87–88

player controllers 28, 28, 29

player feedback 131–132

PlayFirst() function 191

Play() method 160, 163–164

PlayOneShot() method 163–164

PlayScheduled() function 192–193

PlaySecond() function 191

PlaySound() function 187

plugin parameters 270

point lights 33

Pong 1–2, 32

post-fader sends 118

precedence effect 11

predelay parameter 105

pre-delay time to reverb 75, 219

prefabs 34, 210–213; creating smart intermittent emitter prefab with occlusion 210; destroying objects instantiated from 211; instantiating audio emitters 212–213; instantiating from scripting 210–211

pre-fader sends 117

premix 273–274

pre-production 254–259

primary sounds 137

prioritization 252

private keyword 158

procedural assets 239

procedural audio 4–5, 238–250; approaches to 241–242; candidates for 241; definition of 239–242; introduction to 238–239; practical 242–250; pros and cons of 239–241; sword maker example 246–250; wind machine example 242–246

procedural programming languages 149–150, 149

procedural sound synthesis 5

programming see coding

programming languages 149–150

protected keyword 158

Pro Tools 116, 125

prototyping 19–20, 126–146; adaptive crowd engine 143–146; creatures 136–143; guns 126–132; vehicles 132–136

public keyword 158

pulse code modulation 276–277

ragdoll physics 4, 20

RAM 239

random emitters 182–188, 182; algorithm 183; coroutines 183–188

randomization 18–19, 99, 162–163; linear amplitude and 170–171; sample 166–167

raycasting 39, 197–201; avoiding pebble effect 199–201; implementing occlusion with 197–199

realism 72, 137, 197

real-time computation 216

rear left and right speakers 64

reflections 56; late vs. early 219; level 219–220

relativeVelocity 195

repetition 18–19

resonance 246–247, 250

resonance simulation 96–97

resonant bodies 247

resonators 101–102

reverberation 78, 84, 102–107, 103; absorption coefficients 216; audio reverb filters 224; as blending tool 106–107; as dramatic tool 107; effects loops for 222–223; for environmental modeling 106, 215–219; indoors vs. open air 102–104; inserts vs. effects loops for 122–123; parameters 105–106, 217–219; pre-computed vs. real time computation 216; setting up effect loop for 264–266; in Unity 216–219

reverb plugins 78, 103–104

reverb time/decay time 105

reverb zones 217–218, 221–222, 229

rigidbodies 38, 40

RigidBody colliders 194

ring modulation 100–101

Roads, Curtis 88

routing 255–256

Russel, Steve 1

sample concatenation 189–193

sample manipulation/animation 100

sample playback 3–4

sample randomization 166–167

sample rates 3, 87, 92, 286

sample selection, velocity-based 195–197

sampling rate 276

saturation 90–91, 90

Schaeffer, Pierre 71

scripting: editing mixer and plugin parameters via 270; recalling snapshots via 268–269; see also coding

seamless loops 175–176

secondary sounds 137

semicolons 152

semi-immersive systems 14

Send/Receive technique 264–266

separators 152

SetFloat() method 270, 271

SetSourceProperties() function 187

shaders 31

shotgun microphones 80–82

side chain compressors 257

sidechaining 125–126

signal flow 115–118, 116

signal path 119–121

silence 73

size parameter 105

skyboxes 32

smart audio sources 197–201

snapshots 266–271; recalling vis scripting 268–269; working with 267

soft clipping 90, 90, 91

sound: information provided by 8–12; mass or weight of 74–75; pitch of 74

sound cones 50, 50

sound design: art of 70–86; basic considerations 72–76; clipping 119–121, 120; effective 72–74; entertainment and 12–13; environmental 21; frequency chart for 96, 96; guidelines 74–76; history of 70–72; microphones for 80–82; optimizing for spatialization 68–69; practical 115–146; preparation for 82–86; prototyping and 126–146; session setup 115–118, 122–126; technical 5; tools for 76–80; working with video 118–119

sound designers 4; role of 9

sound design techniques: amplitude modulation 100–101; comb filtering 101–102; compression 92–95, 93; convolution 107–110, 108; distortion 89–92; DSP classics 100–102; equalization/filtering 95–97; Foley recording 113–114; granular synthesis 97–100, 98; harmonic generators/aural exciters 97; layering/mixing 86–87; pitch shifting 87–89; reverberation 102–107; time-based modulation FX 110–113

sound effect bus 257–258

sound effect library 84

sound effects 4, 122, 253–254; procedural audio and 5

sound FX librarian software 84

sound layers 85, 86–87; blending 106–107

sound recording, Foley 113–114

soundscapes 21

sound sources see audio sources

soundtracks: evolution of 4; music 13–14; role of, in games 7–17

Space Invaders 2

Spacewar! 1

spatial audio 5

spatial awareness 9–10

spatial distribution, of ambient loops 180–181, 181

spatial imaging 252

spatialization, optimizing sound design for 68–69

spatial width 56

speakers: center 64; emulation of 109–110; front left and right 64; rear left and right 64

spectral analysis 242, 248–249

spectral balance 140

spectrum analyzer software 79

speech 279

spherical spreading 48–50, 48, 49

spotlights 33

spread parameter 225–226

sprites 30

square/cube audio sources 50, 51

Stalling, Carl 71

StartCoroutine() statement 184

Start() function 161, 186, 197–198, 208

Star Trek 71–72

Star Wars 71, 72

states 254, 266–271

static colliders 194

static keyword 158–159

stems 122

stereo 62

Stochastic techniques 18

streams 99

strings 154

subharmonic generators 97, 125

sub master 124

submixes 118, 124–125, 124, 254–255

Subotnick, Morton 13–14

sub systems 35–42; animation 35–37; audio engine 40–41, 43–69; input 37–38; linear animation 41–42; physics engine 38–40

subtractive synthesis 242–246

subwoofer 64–65

surround channel-based formats 62–65

sweeteners 145

sword maker example 246–250

syntax 148; C# 151–154

teams, communication with 86

technical sound design 5

teleological modeling 241

terrain 31–32

textures 31, 31

third-party implementation tools 17

third-person controller 28, 29

time-based modulation FX 110–113; chorus 110–111, 111; flangers 111; phasers 112, 112; tremolo 112–113

timecode 119

Time.deltaTime 204, 205

time property 181–182

time stretching 99–100

Time.time 211

timing 168–170

transform component 30

transforms, Fourier-based 89

transient control 94–95

transients 75, 77

TransitionTo() method 268

tremolo 112–113

tremolo effect 141

Trespassers: Jurassic Park 4, 20

triggers 33, 39, 164–166, 188–189

trigger zones 33

Unity3D project structure 25–29

Unity Editor 26

Unity game engine 6, 10, 148; ambisonic recording and 11; animation system 35–37; audio engine 40–41, 43–69; audio mixer 259–266; data reduction options in 283–286; ducking in 266; input system 37–38; linear animation 41–42; physics engine 38–40; playing audio in 160–171; reverberation in 216–219; scenes vs. projects 26

Unity Hub application 25

Unity projects: creation of 25–26; level basics 26–29

Universal Audio LA-2A leveling amplifier 77

Unreal engine 17, 19

Update() function 154, 167–169, 198, 201

UpdateVolume() function 209

UREI 1165 limiting amplifier 77

user feedback 11–12

user input, detecting 167–168

utilities 80

variable bit rates (VBR) 279–280, 283

variables 154–155

variations, creating 178, 189–190

vehicles: material selection 133; processing and preparing materials 133–134; prototyping 132–136; specifications 132–133

velocity-based sample selection 195–197

version control 22

version tracking 85–86

vertical axes 37–38

vertical plane, localization on 58–59

very small space emulation 110

video: frame rates 118–119; working with 118–119

video games: first 1–3, 18; role of audio in 7–17; see also game audio

views, working with, in Unity mixer 261–262

virtual reality 4, 5, 13, 239; categories of 14; immersion and 14–17

visual field 8–9

Visual Studio 148, 152

vocal recordings, working with 138

volume faders 117

volume sliders 270–271

volumetric sound sources 51

WaitForIt() function 187

Warner Brothers 71

waveform analysis 242

weight, of sound 74–75

wet to reverberant signal ratio 75

white noise 243–244

width parameter 105

width perception 225–226

wind machine example 242–246

Wirth, Werner 15

world coordinates 27

world geometry 27–28

Wwise 17, 22

Xenakis, Iannis 18, 88

XY pads 144–146, 144

yield return statements 184

zip files 278–279

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