Search Results for "game-sound-an-introduction-to-the-history-theory-and-practice-of-video-game-music-and-sound-design-mit-press"

Game Sound

Game Sound

An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design

  • Author: Karen Collins,Canada Research Chair in Interactive Audio Karen Collins
  • Publisher: MIT Press
  • ISBN: 026203378X
  • Category: Computers
  • Page: 200
  • View: 6076
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A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. This book introduces readers to the various aspects of game audio, from its development in early games to theoretical discussions of immersion and realism.

Playing with Sound

Playing with Sound

A Theory of Interacting with Sound and Music in Video Games

  • Author: Karen Collins
  • Publisher: MIT Press
  • ISBN: 0262018675
  • Category: Games & Activities
  • Page: 185
  • View: 1799
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An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games. In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects--which include not only music but also sound effects, ambient sound, dialogue, and interface sounds--both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games; the role of interactive sound in creating an emotional experience through immersion and identification with the game character; the ways in which sound acts as a mediator for a variety of performative activities; and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances.

Creating Music and Sound for Games

Creating Music and Sound for Games

  • Author: G.W. Childs IV
  • Publisher: Cengage Learning
  • ISBN: 1598637797
  • Category: Computers
  • Page: 320
  • View: 8276
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Get ready to step into the mysterious world of the video game sound designer and composer. Creating Music and Sound for Games examines the responsibilities associated with each of these roles and offers tips and insight for breaking into the business. Wit

A Composer's Guide to Game Music

A Composer's Guide to Game Music

  • Author: Winifred Phillips
  • Publisher: MIT Press
  • ISBN: 0262026643
  • Category: Games
  • Page: 275
  • View: 5997
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A comprehensive, practical guide to composing video game music, from acquiring the necessary skills to finding work in the field.

Sound Play

Sound Play

Video Games and the Musical Imagination

  • Author: William Cheng
  • Publisher: Oxford University Press
  • ISBN: 0199970009
  • Category: Technology & Engineering
  • Page: 272
  • View: 5344
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Video games open portals to fantastical worlds where imaginative play and enchantment prevail. These virtual settings afford us considerable freedom to act out with relative impunity. Or do they? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of people's creative engagements with gaming's audio phenomena-from sonorous violence to synthesized operas, from democratic music-making to vocal sexual harassment. William Cheng shows how video games empower their designers, composers, players, critics, and scholars to tinker (often transgressively) with practices and discourses of music, noise, speech, and silence. Faced with collisions between utopian and alarmist stereotypes of video games, Sound Play synthesizes insights across musicology, sociology, anthropology, communications, literary theory, philosophy, and additional disciplines. With case studies spanning Final Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online, and Team Fortress 2, this book insists that what we do in there-in the safe, sound spaces of games-can ultimately teach us a great deal about who we are and what we value (musically, culturally, humanly) out here. Foreword by Richard Leppert Video Games Live cover image printed with permission from Tommy Tallarico

The Game Audio Tutorial

The Game Audio Tutorial

A Practical Guide to Creating and Implementing Sound and Music for Interactive Games

  • Author: Richard Stevens,Dave Raybould
  • Publisher: Taylor & Francis
  • ISBN: 1136127011
  • Category: Art
  • Page: 445
  • View: 2925
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Design and implement video game sound from beginning to end with this hands-on course in game audio. Music and sound effects speak to players on a deep level, and this book will show you how to design and implement powerful, interactive sound that measurably improves gameplay. If you are a sound designer or composer and want to do more than just create audio elements and hand them over to someone else for insertion into the game, this book is for you. You'll understand the game development process and implement vital audio experiences-not just create music loops or one-off sound effects. The Game Audio Tutorial isn't just a book-you also get a powerful website (www.thegameaudiotutorial.com)

The Essential Guide to Game Audio

The Essential Guide to Game Audio

The Theory and Practice of Sound for Games

  • Author: Steve Horowitz,Scott R. Looney
  • Publisher: CRC Press
  • ISBN: 1134595441
  • Category: Games
  • Page: 254
  • View: 1281
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The Essential Guide to Game Audio: The Theory and Practice of Sound for Games is a first of its kind textbook and must-have reference guide for everything you ever wanted to know about sound for games. This book provides a basic overview of game audio, how it has developed over time, and how you can make a career in this industry. Each chapter gives you the background and context you will need to understand the unique workflow associated with interactive media. The practical, easy to understand interactive examples provide hands-on experience applying the concepts in real world situations.

Music In Video Games

Music In Video Games

Studying Play

  • Author: K.J. Donnelly,William Gibbons,Neil Lerner
  • Publisher: Routledge
  • ISBN: 1134692110
  • Category: Music
  • Page: 246
  • View: 6621
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From its earliest days as little more than a series of monophonic outbursts to its current-day scores that can rival major symphonic film scores, video game music has gone through its own particular set of stylistic and functional metamorphoses while both borrowing and recontextualizing the earlier models from which it borrows. With topics ranging from early classics like Donkey Kong and Super Mario Bros. to more recent hits like Plants vs. Zombies, the eleven essays in Music in Video Games draw on the scholarly fields of musicology and music theory, film theory, and game studies, to investigate the history, function, style, and conventions of video game music.

Writing Interactive Music for Video Games

Writing Interactive Music for Video Games

A Composer's Guide

  • Author: Michael Sweet
  • Publisher: Pearson Education
  • ISBN: 0321961587
  • Category: Computers
  • Page: 478
  • View: 2947
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“This book is a must read for newcomers and experienced composers wanting to learn more about the art of video game composition.” —Chuck Doud, Director of Music, Sony Computer Entertainment Worldwide Studios All You Need to Know to Create Great Video Game Music Written by the developer of Berklee School of Music's pioneering game scoring program, this guide covers everything professional composers and music students need to know about composing interactive music for video games, and contains exclusive tools for interactive scoring—tools that were previously available only at Berklee. Drawing on twenty years of professional experience in the game industry, Michael Sweet helps you master the unique language of music storytelling in games. Next, he walks you through the entire music composition process, from initial conceptualization and creative direction through implementation. Inside, you'll find dozens of examples that illustrate adaptive compositional techniques, from small downloadable games to multimillion dollar console titles. In addition, this guide covers the business side of video game composition, sharing crucial advice about contracts, pricing, sales, and marketing. Coverage includes Overcoming the unique challenges of writing for games Composing music that can adapt in real time to player actions Developing thematic ideas Using audio middleware to create advanced interactive scores Working effectively with game development teams Understanding the life of a video game composer Managing contracts, rights, estimating, and negotiation Finding work The companion website contains software tools to help you master interactive music concepts explored in this book, with additional resources and links to learn more about scoring for games. See Appendix A for details.

Designing Sound

Designing Sound

  • Author: Andy Farnell
  • Publisher: MIT Press
  • ISBN: 0262288834
  • Category: Computers
  • Page: 688
  • View: 3961
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Designing Sound teaches students and professional sound designers to understand and create sound effects starting from nothing. Its thesis is that any sound can be generated from first principles, guided by analysis and synthesis. The text takes a practitioner's perspective, exploring the basic principles of making ordinary, everyday sounds using an easily accessed free software. Readers use the Pure Data (Pd) language to construct sound objects, which are more flexible and useful than recordings. Sound is considered as a process, rather than as data -- an approach sometimes known as "procedural audio." Procedural sound is a living sound effect that can run as computer code and be changed in real time according to unpredictable events. Applications include video games, film, animation, and media in which sound is part of an interactive process. The book takes a practical, systematic approach to the subject, teaching by example and providing background information that offers a firm theoretical context for its pragmatic stance. [Many of the examples follow a pattern, beginning with a discussion of the nature and physics of a sound, proceeding through the development of models and the implementation of examples, to the final step of producing a Pure Data program for the desired sound. Different synthesis methods are discussed, analyzed, and refined throughout.] After mastering the techniques presented in Designing Sound, students will be able to build their own sound objects for use in interactive applications and other projects

Video Game Spaces

Video Game Spaces

Image, Play, and Structure in 3D Worlds

  • Author: Michael Nitsche
  • Publisher: MIT Press
  • ISBN: 0262293013
  • Category: Games
  • Page: 320
  • View: 4921
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The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers -- rule-based space, mediated space, fictional space, play space, and social space -- and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

Game Sound Technology and Player Interaction: Concepts and Developments

Game Sound Technology and Player Interaction: Concepts and Developments

Concepts and Developments

  • Author: Grimshaw, Mark
  • Publisher: IGI Global
  • ISBN: 1616928301
  • Category: Games
  • Page: 504
  • View: 8712
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Game Sound Technology and Player Interaction: Concepts and Developments researches both how game sound affects a player psychologically, emotionally, and physiologically, and how this relationship itself impacts the design of computer game sound and the development of technology. This compilation also applies beyond the realm of video games to other types of immersive sound, such as soundscape design, gambling machines, emotive and fantastical sound to name a few. The application for this research is wide-ranging, interdisciplinary, and of primary importance for academics and practitioners searching for the right sounds.

The Complete Guide to Game Audio

The Complete Guide to Game Audio

For Composers, Musicians, Sound Designers, and Game Developers

  • Author: Aaron Marks
  • Publisher: Taylor & Francis
  • ISBN: 1136140212
  • Category: Art
  • Page: 318
  • View: 7227
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This comprehensive guide gives readers with basic music compositional skills the information they need to become commercially viable artisans. In addition to providing a foundation of prerequisite technical skills, including basic audio considerations and sound file formats, the book teaches the business skills needed to work successfully as an audio technician in the game development business. How-to features take the reader step-by-step, from purchasing the right equipment, understanding the various game platforms, and composing music and creating sound effects specifically for games, to the ins and outs of marketing, producing demo reels, determining fees, bidding projects, and negotiating contracts.

Understanding Video Game Music

Understanding Video Game Music

  • Author: Tim Summers
  • Publisher: Cambridge University Press
  • ISBN: 1108107761
  • Category: Music
  • Page: N.A
  • View: 2574
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Understanding Video Game Music develops a musicology of video game music by providing methods and concepts for understanding music in this medium. From the practicalities of investigating the video game as a musical source to the critical perspectives on game music - using examples including Final Fantasy VII, Monkey Island 2, SSX Tricky and Silent Hill - these explorations not only illuminate aspects of game music, but also provide conceptual ideas valuable for future analysis. Music is not a redundant echo of other textual levels of the game, but central to the experience of interacting with video games. As the author likes to describe it, this book is about music for racing a rally car, music for evading zombies, music for dancing, music for solving puzzles, music for saving the Earth from aliens, music for managing a city, music for being a hero; in short, it is about music for playing.

Ludomusicology

Ludomusicology

Approaches to Video Game Music

  • Author: Melanie Fritsch
  • Publisher: Equinox Publishing (Indonesia)
  • ISBN: 9781781791974
  • Category: Video game music
  • Page: 256
  • View: 2616
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The last half-decade has seen the rapid and expansive development of video game music studies. As with any new area of study, this significant sub-discipline is still tackling fundamental questions concerning how video game music should be approached. In this volume, experts in game music provide their responses to these issues. This book suggests a variety of new approaches to the study of game music. In the course of developing ways of conceptualizing and analyzing game music it explicitly considers other critical issues including the distinction between game play and music play, how notions of diegesis are complicated by video game interactivity, the importance of cinema aesthetics in game music, the technicalities of game music production and the relationships between game music and art music traditions. This collection is accessible, yet theoretically substantial and complex. It draws upon a diverse array of perspectives and presents new research which will have a significant impact upon the way that game music is studied. The volume represents a major development in game musicology and will be indispensable for both academic researchers and students of game music.

Game Audio Implementation

Game Audio Implementation

A Practical Guide Using the Unreal Engine

  • Author: Richard Stevens,Dave Raybould
  • Publisher: CRC Press
  • ISBN: 1317679458
  • Category: Art
  • Page: 486
  • View: 3027
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Game Audio Implementation offers a unique practical approach to learning all about game audio. If you've always wanted to hear your sound or music in a real game then this is the book for you. Each chapter is accompanied by its own game level where you can see the techniques and theories in action before working through over 70 exercises to develop your own demo level. Taking you all the way from first principles to complex interactive systems in the industry standard Unreal Engine© you’ll gain the skills to implement your sound and music along with a deep transferable knowledge of the principles you can apply across a range of other game development tools. The accompanying website (www.gameaudioimplementation.com) includes: 12 downloadable demonstration games A unique exercise level for you to develop for your portfolio An up-to-date online bibliography with further reading for each chapter A free sound library with hundreds of game SFX

The Oxford Handbook of Interactive Audio

The Oxford Handbook of Interactive Audio

  • Author: Karen Collins,Bill Kapralos,Holly Tessler
  • Publisher: Oxford University Press, USA
  • ISBN: 0199797226
  • Category: Music
  • Page: 594
  • View: 4559
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As audiences are increasingly no longer solely listeners but also active producer-consumers, and as video games and other interactive systems increasingly permeate our daily lives, understanding interactivity and its impact on the audience has never been more important. A collection of newly commissioned chapters on interactivity in music and sound edited by preeminent scholars in the field, this book marks the beginning of a journey into understanding the ways in which we interact with sound, and offers a new set of analytical tools for the growing field of interactive audio. What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What makes interactive audio different from non-interactive audio? Where does interacting with audio fit into our understanding of sound and music? What does the future hold for interactive media when it comes to our musical and sonic experiences? And how do we begin to approach interactive audio from a theoretical perspective? The Oxford Handbook of Interactive Audio answers these questions by exploring the full range of interactive audio in video games, performance, education, environmental design, toys, and artistic practice. Examining these questions from a range of approaches -- technological, emotional, psychological, and physical -- the book provides a thorough overview of the fascinating experience of interactive sound.

The Oxford Handbook of New Audiovisual Aesthetics

The Oxford Handbook of New Audiovisual Aesthetics

  • Author: John Richardson,Claudia Gorbman,Carol Vernallis
  • Publisher: Oxford University Press
  • ISBN: 019998509X
  • Category: Music
  • Page: 752
  • View: 1182
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This handbook provides powerful ways to understand changes in the current media landscape. Media forms and genres are proliferating as never before, from movies, computer games and iPods to video games and wireless phones. This essay collection by recognized scholars, practitioners and non-academic writers opens discussion in exciting new directions.

Game Audio Programming 2

Game Audio Programming 2

Principles and Practices

  • Author: Guy Somberg
  • Publisher: CRC Press
  • ISBN: 1351653946
  • Category: Computers
  • Page: 362
  • View: 7510
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Welcome to the second volume of Game Audio Programming: Principles and Practices – the first series of its kind dedicated to the art of game audio programming! This volume features more than 20 chapters containing advanced techniques from some of the top game audio programmers and sound designers in the industry. This book continues the tradition of collecting more knowledge and wisdom about game audio programming than any other volume in history. Both audio programming beginners and seasoned veterans will find content in this book that is valuable, with topics ranging from extreme low-level mixing to high-level game integration. Each chapter contains techniques that were used in games that have shipped, and there is a plethora of code samples and diagrams. There are chapters on threading, DSP implementation, advanced middleware techniques in FMOD Studio and Audiokinetic Wwise, ambiences, mixing, music, and more. This book has something for everyone who is programming audio for a game: programmers new to the art of audio programming, experienced audio programmers, and those souls who just got assigned the audio code. This book is for you!

Jazz/Not Jazz

Jazz/Not Jazz

The Music and Its Boundaries

  • Author: David Ake,Charles Hiroshi Garrett,Daniel Goldmark
  • Publisher: Univ of California Press
  • ISBN: 0520271041
  • Category: Music
  • Page: 301
  • View: 5120
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“Jazz/Not Jazz is an innovative and inspiring investigation of jazz as it is practiced, theorized and taught today. Taking their cues from current debates within jazz scholarship, the contributors to this collection open up jazz studies to a transdisciplinarity that is rich in its diversity of approaches, candid in its appraisals of critical worth, transparent in its ideological suppositions, and catholic in its subjects/objects of inquiry.”—Kevin Fellezs, author of Birds of Fire: Jazz, Rock, Funk and the Creation of Fusion. “This collection is a delight. Each essay opens up some previously ignored aspect of jazz history. Anyone who knows the New Jazz Studies and is wise enough to acquire this book will immediately devour it.”—Krin Gabbard, author of Hotter Than That: The Trumpet, Jazz, and American Culture. “This volume is truly one of a kind, eminently readable and filled with new insights. It will make an extremely important contribution to jazz literature.”—Jeffrey Taylor, Director, H. Wiley Hitchcock Institute for Studies in American Music, Brooklyn College.