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

AUTHOR : Karen Collins

PUBLISHER : The MIT Press

iSBN : 026203378X MAKER : Team DDU

PAGES : 216 Pages PACKAGER : Team DDU

EDiTiON : October 31, 2008 SUPPLiER : Team DDU

LANGUAGE : ENGLISH FORMAT : PDF

RLS DATE : 11/25/08 SiZE : 3.62 MB

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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. And yet
game sound has been neglected in the growing literature on game
studies. This book fills that gap, introducing readers to the many
complex aspects of game audio, from its development in early games
to theoretical discussions of immersion and realism. In Game Sound,
Karen Collins draws on a range of sources--including composers,
sound designers, voice-over actors and other industry
professionals, Internet articles, fan sites, industry conferences,
magazines, patent documents, and, of course, the games themselves--
to offer a broad overview of the history, theory, and production
practice of video game audio. Game Sound has two underlying
themes: how and why games are different from or similar to film or
other linear audiovisual media; and technology and the constraints
it has placed on the production of game audio. Collins focuses
first on the historical development of game audio, from penny
arcades through the rise of home games and the recent rapid
developments in the industry. She then examines the production
process for a contemporary game at a large game company, discussing
the roles of composers, sound designers, voice talent, and audio
programmers; considers the growing presence of licensed
intellectual property (particularly popular music and films) in
games; and explores the function of audio in games in theoretical
terms. Finally, she discusses the difficulties posed by
nonlinearity and interactivity for the composer of game music.


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