From Pac-Man to pop music : interactive audio in games and new media / by Karen Collins[editor]
Series: Ashgate popular and folk music seriesPublisher: Aldershot : Ashgate, 2008Description: 207 p. ill. [chiefly b/w]; 24 cm001: 12511ISBN: 9780754662112; 075466211XSubject(s): Computer and video games | Sound effects | Digital audio | Mobile communications | Popular music | Sound designDDC classification: 781.54 COLItem type | Current library | Collection | Call number | Copy number | Status | Date due | Barcode | |
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Book | MAIN LIBRARY Book | 781.54 COL (Browse shelf(Opens below)) | 2 | Available | 088542 |
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Enhanced descriptions from Syndetics:
Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and theatrical events. Despite its importance to contemporary multi-media, this is the first book that provides a framework for understanding the history, issues and theories surrounding interactive audio. Karen Collins presents the work of academics, composers and sound programmers to introduce the topic from a variety of angles in order to provide a supplementary text for music and multimedia courses. The contributors cover practical and theoretical approaches, including historical perspectives, emerging theories, socio-cultural approaches to fandom, reception theory and case study analyses. The book offers a fresh perspective on media music, one that will complement film studies, but which will show the necessity of a unique approach when considering games music.
Includes index
Table of contents provided by Syndetics
- Preface
- Introduction
- Part 1 Industries and Synergies
- The new MTV? Electronic arts and 'playing' music
- Marketing music through computer games: the case of Poets of the Fall and Max Payne 2
- Part 2 Ringtones and Mobile Phones
- Could ringtones be more annoying?
- Indeterminate adaptive digital audio for games on mobiles
- Part 3 Instruments and Interactions
- Theoretical approaches to composing dynamic music for video games
- Realising groundbreaking adaptive music
- The composition-instrument: emergence, improvisation, and interaction in games and new media
- Part 4 Techniques and Technologies
- Dynamic range: subtlety and silence in video game sound
- An introduction to granular synthesis in video games
- Part 5 Audio and Audience
- Chip music: low-tech data music sharing
- Left in the dark: playing computer games with the sound turned off
- Music theory in music games
- Selected annotated bibliography
- Bibliography
- Index
Excerpt provided by Syndetics
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