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Game Sound Technology and Player Interaction: Concepts and Developments

Game Sound Technology and Player Interaction: Concepts and Developments PDF Author: Grimshaw, Mark
Publisher: IGI Global
ISBN: 1616928301
Category : Games & Activities
Languages : en
Pages : 504

Book Description
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.

Game Sound Technology and Player Interaction: Concepts and Developments

Game Sound Technology and Player Interaction: Concepts and Developments PDF Author: Grimshaw, Mark
Publisher: IGI Global
ISBN: 1616928301
Category : Games & Activities
Languages : en
Pages : 504

Book Description
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.

Playing with Sound

Playing with Sound PDF Author: Karen Collins
Publisher: MIT Press
ISBN: 0262312301
Category : Games & Activities
Languages : en
Pages : 199

Book Description
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.

Game Sound

Game Sound PDF Author: Karen Collins
Publisher: MIT Press
ISBN: 026203378X
Category : Computers
Languages : en
Pages : 213

Book Description
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.

The Oxford Handbook of Interactive Audio

The Oxford Handbook of Interactive Audio PDF Author: Karen Collins
Publisher: Oxford Handbooks
ISBN: 0199797226
Category : Computers
Languages : en
Pages : 625

Book Description
What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice.

Understanding Game Scoring

Understanding Game Scoring PDF Author: Mack Enns
Publisher: CRC Press
ISBN: 1000473643
Category : Computers
Languages : en
Pages : 187

Book Description
Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.

Sound Design Theory and Practice

Sound Design Theory and Practice PDF Author: Leo Murray
Publisher: Routledge
ISBN: 1317298233
Category : Social Science
Languages : en
Pages : 206

Book Description
Sound Design Theory and Practice is a comprehensive and accessible guide to the concepts which underpin the creative decisions that inform the creation of sound design. A fundamental problem facing anyone wishing to practice, study, teach or research about sound is the lack of a theoretical language to describe the way sound is used and a comprehensive and rigorous overarching framework that describes all forms of sound. With the recent growth of interest in sound studies, there is an urgent need to provide scholarly resources that can be used to inform both the practice and analysis of sound. Using a range of examples from classic and contemporary cinema, television and games this book provides a thorough theoretical foundation for the artistic practice of sound design, which is too frequently seen as a ‘technical’ or secondary part of the production process. Engaging with practices in film, television and other digital media, Sound Design Theory and Practice provides a set of tools for systematic analysis of sound for both practitioners and scholars.

The psychology of music in multimedia

The psychology of music in multimedia PDF Author: Siu-Lan Tan
Publisher: OUP Oxford
ISBN: 0191503258
Category : Psychology
Languages : en
Pages : 456

Book Description
For most of the history of film-making, music has played an integral role serving many functions - such as conveying emotion, heightening tension, and influencing interpretation and inferences about events and characters. More recently, with the enormous growth of the gaming industry and the Internet, a new role for music has emerged. However, all of these applications of music depend on complex mental processes which are being identified through research on human participants in multimedia contexts. The Psychology of Music in Multimedia is the first book dedicated to this fascinating topic. The Psychology of Music in Multimedia presents a wide range of scientific research on the psychological processes involved in the integration of sound and image when engaging with film, television, video, interactive games, and computer interfaces. Collectively, the rich chapters in this edited volume represent a comprehensive treatment of the existing research on the multimedia experience, with the aim of disseminating the current knowledge base and inspiring future scholarship. The focus on empirical research and the strong psychological framework make this book an exceptional and distinctive contribution to the field. The international collection of contributors represents eight countries and a broad range of disciplines including psychology, musicology, neuroscience, media studies, film, and communications. Each chapter includes a comprehensive review of the topic and, where appropriate, identifies models that can be empirically tested. Part One presents contrasting theoretical approaches from cognitive psychology, philosophy, semiotics, communication, musicology, and neuroscience. Part Two reviews research on the structural aspects of music and multimedia, while Part Three focuses on research examining the influence of music on perceived meaning in the multimedia experience. Part Four explores empirical findings in a variety of real-world applications of music in multimedia including entertainment and educational media for children, video and computer games, television and online advertising, and auditory displays of information. Finally, the closing chapter in Part Five identifies emerging themes and points to the value of broadening the scope of research to encompass multisensory, multidisciplinary, and cross-cultural perspectives to advance our understanding of the role of music in multimedia. This is a valuable book for those in the fields of music psychology and musicology, as well as film and media studies.

The Game Music Handbook

The Game Music Handbook PDF Author: Noah Kellman
Publisher: Oxford University Press
ISBN: 0190938706
Category : Music
Languages : en
Pages : 352

Book Description
Do you want to learn everything you need to know to be a fantastic video game music composer? The Game Music Handbook is for you. This book takes readers on a journey through many of the greatest video game soundscapes to date, discussing key concepts and technical practices for how to create top-level game scores. It organizes game scoring techniques into an applicable methodology that gives readers a clear picture of how to design interactive elements, conceive and create a score, and implement it into the game. Readers will gain a solid understanding of the core techniques for composing video game music, the conceptual differences that separate it from other compositional fields, as well as many advanced techniques and topics essential to excellent game music scoring. These topics include using music to design emotional arc for nonlinear timelines, the relationship between music and sound design, music and immersion, discussion of the player's interaction with audio, and more. For beginning composers, this book makes the learning process as clear as possible. However, it also offers invaluable information for intermediate to advanced readers. It includes discussion of game state and its effect on player interaction, a composer-centric lesson on programming, as well as information on how to work with version control, visual programming languages, procedural audio, and more. It also offers indispensable knowledge about advanced reactive music concepts, scoring for emergent games, music for VR, and other important topics. Overall, this book explores the practical application of player and music interaction through the examination of various techniques employed in games throughout video game history to enhance immersion, emphasize emotion, and create compelling interactive experiences.

Game Audio Development with Unity 5.X

Game Audio Development with Unity 5.X PDF Author: Micheal Lanham
Publisher: Packt Publishing Ltd
ISBN: 1787120805
Category : Computers
Languages : en
Pages : 394

Book Description
Create 'AAA' quality game audio with new features and tools built for Unity About This Book Explore the basics of audio development in Unity to create spatial sound, mixing, effects, composition, adaptive audio and more. Leverage the Audio Mixer of Unity 5.x to create blockbuster sound and music for your game. Learn about developing professional audio for games with FMOD Studio and composing original music with Reaper. Build amazing audio synchronized graphic visualizations with Unity. Understand how real-time character lip syncing can be implemented. Who This Book Is For The ideal target audience for this book will be game developers, both Indie as well as semi pro. No prior knowledge of Unity and audio development is assumed, What You Will Learn Develop game audio and other audio effects with Unity Getting familiar with the new Audio Mixer introduced in Unity 5 Implement dynamic and adaptive audio using various tools and strategies Explore interesting ways to incorporate audio into a game with sound visualization Use 3rd party professional audio development tools like FMOD Compose original music and record vocals Understand and troubleshoot audio performance issues In Detail Game Audio is one of the key components in making a game successful and it is quite popular in the gaming industry. So if you are a game developer with an eye on capturing the gamer market then this book is the right solution for you. In this book, we will take you through a step by step journey which will teach you to implement original and engaging soundtracks and SFX with Unity 5.x. You will be firstly introduced to the basics of game audio and sound development in Unity. After going through the core topics of audio development: audio sources, spatial sound, mixing, effects, and more; you will then have the option of delving deeper into more advanced topics like dynamic and adaptive audio. You will also learn to develop dynamic and adaptive audio using the Unity Audio Mixer. Further, you will learn how professional third party tools like FMOD are used for audio development in Unity. You will then go through the creation of sound visualization techniques and creating your own original music using the simple yet powerful audio workstation Reaper. Lastly, you will go through tips, techniques and strategies to help you optimize game audio performance or troubleshoot issues. At the end of the book, you'll have gained the skills to implement professional sound and music. Along with a good base knowledge audio and music principles you can apply across a range of other game development tools. Style and approach This book will have a step by step practical approach where downloadable free games will be given with the book and readers will be free to work with them.

Sound as Popular Culture

Sound as Popular Culture PDF Author: Jens Gerrit Papenburg
Publisher: MIT Press
ISBN: 0262033909
Category : Science
Languages : en
Pages : 447

Book Description
Scholars consider sound and its concepts, taking as their premise the idea that popular culture can be analyzed in an innovative way through sound. The wide-ranging texts in this book take as their premise the idea that sound is a subject through which popular culture can be analyzed in an innovative way. From an infant's gurgles over a baby monitor to the roar of the crowd in a stadium to the sub-bass frequencies produced by sound systems in the disco era, sound—not necessarily aestheticized as music—is inextricably part of the many domains of popular culture. Expanding the view taken by many scholars of cultural studies, the contributors consider cultural practices concerning sound not merely as semiotic or signifying processes but as material, physical, perceptual, and sensory processes that integrate a multitude of cultural traditions and forms of knowledge. The chapters discuss conceptual issues as well as terminologies and research methods; analyze historical and contemporary case studies of listening in various sound cultures; and consider the ways contemporary practices of sound generation are applied in the diverse fields in which sounds are produced, mastered, distorted, processed, or enhanced. The chapters are not only about sound; they offer a study through sound—echoes from the past, resonances of the present, and the contradictions and discontinuities that suggest the future. Contributors Karin Bijsterveld, Susanne Binas-Preisendörfer, Carolyn Birdsall, Jochen Bonz, Michael Bull, Thomas Burkhalter, Mark J. Butler, Diedrich Diederichsen, Veit Erlmann, Franco Fabbri, Golo Föllmer, Marta García Quiñones, Mark Grimshaw, Rolf Großmann, Maria Hanáček, Thomas Hecken, Anahid Kassabian, Carla J. Maier, Andrea Mihm, Bodo Mrozek, Carlo Nardi, Jens Gerrit Papenburg, Thomas Schopp, Holger Schulze, Toby Seay, Jacob Smith, Paul Théberge, Peter Wicke, Simon Zagorski-Thomas