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The Game Audio Tutorial by Dave Raybould, Richard Stevens

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7

Advanced Sound System Design

Many of the examples we’ve already covered put forward the important concept that in music and sound for games you are not dealing with “an event = a sound”, instead, you are constructing a model or system to deliver dynamic content from the static assets of sound waves. Nowhere is this idea more important than when dealing with kinetic systems such as weapons and vehicles. (As you’ve made it this far we’re going to assume that you are going to want to try everything out for yourself so we’ll dispense with the separate exercises.)

Weapon Systems

700 Weapons Locker 01

At the start of Area 700 there’s a target range and a weapons locker that contains several weapon examples. As you work through the following sections, ...

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