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The Game Music Handbook最新文献

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Essential Skills for Working with Developers 与开发人员合作的基本技能
Pub Date : 2020-11-03 DOI: 10.1093/oso/9780190938680.003.0016
Noah Kellman
There are specific technical resources that developers use that composers should also understand in order to have a productive workflow and to function as part of the team. One example of such a resource is version control, a system used to organize and track a team’s work by storing each change on a server. Though this is a surprisingly difficult resource to work with, it is discussed in this chapter in a concise and understandable manner. The optimization of audio is also a critical concept to understand when creating sound for a game. Each game has only a certain amount of hard disk space and memory allocated to the audio. Optimization is the technique of using this space as efficiently as possible so that one can achieve the desired sound without overloading the game’s resources. This chapter covers a variety of creative ways that composers can optimize their music without sacrificing quality.
开发者使用特定的技术资源,作曲家也应该了解这些资源,以便有一个富有成效的工作流程,并作为团队的一部分发挥作用。这种资源的一个例子是版本控制,这是一种通过将每个更改存储在服务器上来组织和跟踪团队工作的系统。虽然这是一种非常困难的资源,但本章将以一种简明易懂的方式对其进行讨论。在为游戏创造声音时,音频优化也是一个需要理解的关键概念。每个游戏只有一定数量的硬盘空间和内存分配给音频。优化是一种尽可能有效地利用空间的技术,这样就可以在不超载游戏资源的情况下获得理想的声音。这一章涵盖了作曲家在不牺牲音乐质量的情况下优化音乐的各种创造性方法。
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引用次数: 0
Music in Virtual Reality 虚拟现实中的音乐
Pub Date : 2020-11-03 DOI: 10.1093/oso/9780190938680.003.0012
Noah Kellman
Virtual reality (VR) is a platform that is only just beginning to find its footing in the consumer industry. With a highly diverse line of products available, composers are challenged with different technological specifications for each VR project. This chapter discusses how VR, as a medium, is unique, covering important concepts and technological differences like degrees of freedom (DOF), positional tracking systems, binaural audio, ambisonics, and more. It then goes on to explore some different methods for designing scores for VR.
虚拟现实(VR)是一个刚刚开始在消费行业站稳脚跟的平台。随着产品的高度多样化,作曲家面临着每个VR项目不同技术规格的挑战。本章讨论了VR作为一种媒介的独特之处,涵盖了重要的概念和技术差异,如自由度(DOF)、位置跟踪系统、双耳音频、双声音响等。然后探讨了一些不同的VR配乐设计方法。
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引用次数: 0
Music versus Sound Design 音乐与声音设计
Pub Date : 2020-11-03 DOI: 10.1093/oso/9780190938680.003.0007
Noah Kellman
Each video game has its own unique, visual aesthetic, and it’s up to the composer to complement this visual world by creating a sonic atmosphere. Many of the greatest games have incorporated musical elements into their sound effects and ambiences. As the field of game music continues to grow, so does the importance of sound design as part of the composer’s skill set. This chapter explores how music and sound effects have interacted throughout the history of game music, defining these relationships for the reader in understandable terms with clear distinctions and accessible examples. This chapter explores FEZ (2012) as an example, along with a variety of other examples in which the music and sound effects were conceived with different levels of interconnectivity.
每款电子游戏都有自己独特的视觉美学,而作曲家则需要通过创造声音氛围来补充这种视觉世界。许多优秀的游戏都在音效和氛围中融入了音乐元素。随着游戏音乐领域的不断发展,声音设计作为作曲家技能的一部分也变得越来越重要。这一章探讨了音乐和音效在整个游戏音乐历史中是如何相互作用的,并通过清晰的区别和例子为读者定义了这些关系。本章以《FEZ》(2012)为例,以及其他各种音乐和声音效果的例子,这些音乐和声音效果是通过不同层次的互联性来构思的。
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引用次数: 0
Game Engines and Implementing Music in Unity 游戏引擎和在Unity中执行音乐
Pub Date : 2020-11-03 DOI: 10.1093/oso/9780190938680.003.0013
Noah Kellman
A game engine streamlines the process of game programming by including an array of built-in features that allow programmers to skip the incredibly difficult step of developing physics from scratch. By using game engines like Unity or Unreal, programmers can use the objects provided by those engines, and with knowledge of how they behave, begin creating a game almost right away. Unity is one of the leading game engines today and is particularly well-loved within the indie game economy because it is free and allows developers to easily integrate their games across multiple platforms. This chapter dives into many different audio features of Unity and how one can use them creatively, including a discussion of all of the audio components available in Unity, as well as the mixing functionality. This builds a foundation for the following chapter, which provides a practical lesson on using programming to design the audio landscape of a game in Unity beyond the limitations of the engine’s built-in functionality.
游戏引擎通过包含一系列内置功能来简化游戏编程过程,这些功能允许程序员跳过从头开始开发物理的极其困难的步骤。通过使用Unity或虚幻等游戏引擎,程序员可以使用这些引擎提供的对象,并了解它们的行为方式,立即开始创造游戏。Unity是当今领先的游戏引擎之一,在独立游戏经济中尤其受欢迎,因为它是免费的,允许开发者轻松地将游戏整合到多个平台上。本章将深入探讨Unity的许多不同音频功能,以及如何创造性地使用它们,包括讨论Unity中所有可用的音频组件,以及混合功能。这为下一章奠定了基础,这一章提供了使用编程在Unity中设计游戏音频景观的实践经验,超越了引擎内置功能的限制。
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引用次数: 0
Using Musical Codes to Enhance the Gaming Experience 利用音乐代码提升游戏体验
Pub Date : 2020-11-03 DOI: 10.1093/oso/9780190938680.003.0005
Noah Kellman
Musical codes are musical devices, including melodies, timbres, or themes that carry predetermined associations for the listener. These types of codes have been used frequently in the world of film. However, the strange visual landscapes of video games provide composers with interesting opportunities to utilize and combine these codes in new ways to elicit different responses from the player. This chapter explores the different characteristics of sound that carry associations and how one can use these sounds to create new ones. It dives into a variety of well-known games that have used this technique and discusses the effectiveness, or conversely the ineffectiveness, of the resulting portrayal. Since codes can also be attached to a specific time period, this chapter also covers the concept of using codes in the creation of musical anachronism: using musical codes to layer multiple time periods on top of each other to blur the game’s timeline or create a stacked temporal atmosphere.
音乐代码是一种音乐装置,包括旋律、音色或主题,它们为听者带来预先确定的联想。这些类型的代码在电影世界中经常使用。然而,电子游戏中奇怪的视觉景观为作曲家提供了有趣的机会,以新的方式利用和组合这些代码,以引起玩家的不同反应。本章探讨了带有联想的声音的不同特征,以及如何使用这些声音来创造新的声音。本文深入研究了许多使用这种技巧的知名游戏,并讨论了其效果,或者相反地,结果的描绘是无效的。因为代码也可以附属于特定的时间段,所以本章还将讨论在音乐时代错误的创造中使用代码的概念:使用音乐代码将多个时间段叠加在一起,以模糊游戏的时间轴或创造堆叠的时间氛围。
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引用次数: 0
Epilogue 后记
Pub Date : 2020-11-03 DOI: 10.1093/oso/9780190938680.003.0017
Noah Kellman
When it comes down to it, writing game music is an incredibly fun and enriching experience, but a career in game music can be highly competitive and difficult to navigate. This chapter explores the business side of creating game music, focusing primarily on the indie game market. The reader learns about different negotiating factors that go into a game audio contract, and is presented with practical knowledge about where and how to network. The chapter also includes information about organizing one’s workflow to achieve maximum creativity. These concepts will be illuminated through interviews with prominent composers in the field, discussing how they manage their careers and maintain good workflows.
归根到底,编写游戏音乐是一种非常有趣且丰富的体验,但游戏音乐领域的职业竞争非常激烈,很难驾驭。这一章探讨了创造游戏音乐的商业层面,主要关注于独立游戏市场。读者将了解到游戏音频合同中的不同谈判因素,并了解到在哪里以及如何建立网络的实用知识。本章还包括关于组织工作流程以实现最大创造力的信息。这些概念将通过对该领域杰出作曲家的采访来阐明,讨论他们如何管理自己的职业生涯并保持良好的工作流程。
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引用次数: 0
期刊
The Game Music Handbook
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