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From Pac-Man to pop music : interactive audio in games and new media / by Karen Collins[editor]

Contributor(s): Collins, KarenSeries: 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 COL

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

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 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. Excerpted from From Pac-Man to Pop Music: Interactive Audio in Games and New Media All rights reserved by the original copyright owners. Excerpts are provided for display purposes only and may not be reproduced, reprinted or distributed without the written permission of the publisher.

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