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Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound DesignOctober 2008
Publisher:
  • The MIT Press
ISBN:978-0-262-03378-7
Published:31 October 2008
Pages:
216
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Abstract

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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  3. Singh G (2020). Zen Mind, Machine Mind, IEEE Computer Graphics and Applications, 40:4, (5-7), Online publication date: 1-Jul-2020.
  4. Kenwright B (2020). There's More to Sound Than Meets the Ear: Sound in Interactive Environments, IEEE Computer Graphics and Applications, 40:4, (62-70), Online publication date: 1-Jul-2020.
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  10. Carvalho L and Cybis Pereira A Sound Design and UX Proceedings, Part II, of the 4th International Conference on Design, User Experience, and Usability: Users and Interactions - Volume 9187, (289-300)
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    Westerberg A and Schoenau-Fog H Categorizing video game audio Proceedings of the 19th International Academic Mindtrek Conference, (47-54)
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    Pires D, Alves V and Roque L A software architecture for dynamic enhancement of soundscapes in games Proceedings of the 9th Audio Mostly: A Conference on Interaction With Sound, (1-8)
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    Scott N Music to Middleware Proceedings of the 2014 Conference on Interactive Entertainment, (1-3)
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    Kapralos B, Lam J, Collins K, Hogue A, Kanev K and Jenkin M (2015). Sound Localization on Tabletop Computers, Computers in Entertainment, 12:2, (1-19), Online publication date: 1-Jun-2014.
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  18. Böttcher N, Martínez H and Serafin S (2013). Procedural audio in computer games using motion controllers, International Journal of Computer Games Technology, 2013, (6-6), Online publication date: 1-Jan-2013.
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  20. Conway K Game mods, engines and architecture Game Mods, (87-112)
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    Collins K Making gamers cry Proceedings of the 6th Audio Mostly Conference: A Conference on Interaction with Sound, (39-46)
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    Paterson N, Naliuka K, Jensen S, Carrigy T, Haahr M and Conway F Design, implementation and evaluation of audio for a location aware augmented reality game Proceedings of the 3rd International Conference on Fun and Games, (149-156)
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    Arrasvuori J and Holm J Background music reactive games Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments, (135-142)
  24. Muñoz K, Mc Kevitt P, Lunney T, Noguez J and Neri L PlayPhysics Proceedings of the 4th international conference on Knowledge science, engineering and management, (400-411)
Contributors
  • University of Waterloo

Recommendations

Reviews

Marc S Gibian

This book is a comprehensive formal treatment of sound and music, as used in video and computer games. It is a well-organized and well-written work that guides readers through the history and current state of game sound, and finishes by challenging those who will be creating future game sound. Collins identifies numerous specific topics that demand investigation, in order to better understand game sound. The book begins with an introduction in chapter 1, and quickly moves into a detailed examination of video game history-the early systems through 8-bit-and the history of game sound. Chapter 2 covers the birth of games, while chapter 3 describes the more recent 16-bit games, their hosting systems, and how game sound works in this context. Chapter 4 moves on to contemporary games and platforms. Setting the stage for the rest of the book, chapter 5 discusses many of the issues involved in producing game sound in today's games. This is followed by chapter 6's exploration of synergy between game, film, popular music, and intellectual property. Collins really starts to show her mastery of the subject in chapter 7, with a description of the many factors to consider in game sound. Chapter 8 provides a reference description of the many approaches to using sound in games. The conclusion, in chapter 9, pulls together the entire book, as few conclusions succeed in accomplishing; it raises the discussion to the next level, while proposing numerous topics begging to be investigated. The reader's background will greatly affect his or her experience with this book. All but the youngest will recognize the major milestones in the history of game sound, few will know most of the systems and games referenced, and only the consummate game professional will have a working knowledge of all referenced games. While this book is clearly targeted to game sound students and professionals, it would have been very helpful to have some form of access to the referenced games-for example, media clips distributed via an included disc or accompanying Web site. On the other hand, there is plenty of material accessible without such knowledge. The author does an excellent job of describing the game, sound, music, and many other aspects of the experience being discussed. I am a software professional, not a "gamer," and I have had only limited exposure to video and computer games-I was once involved in a small way in the production of a game and I have musical training. With this background, there were many aspects of this book that I understood only through the author's words; these aspects would probably be better appreciated if I had knowledge of the referenced games. The end result of reading this book is a greater appreciation for the issues, challenges, and opportunities residing in game sound, and a new desire to explore some of the referenced games. For any composer or producer who is looking to get into game sound, this book belongs on your reference shelf. Online Computing Reviews Service

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