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CONCLUSION

The focus of this chapter has been primarily—though not exclusively—audio in video games. Not exclusively, because many of the audio concepts and categories introduced here, such as ambient tracks, music tracks, and sound effects, pertain less strictly to music production and implementation than they do to the field of game design more generally. This chapter discussed not only the significance of audio to games, but the distinctions and terms used by the UDK when working with audio. Specifically, it explained how and why the UDK distinguishes between sound wave and sound cue assets. It further explored how sound cues are created through the Sound Cue Editor.

The next chapter enters the world of lighting in video games. In so doing, it also revisits and revises some subjects covered in previous chapters, including the subjects of materials and static meshes.


  

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