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Game Audio Books
Ludomusicology by The last half-decade has seen the rapid and expansive development of video game music studies. As with any new area of study, this significant sub-discipline is still tackling fundamental questions concerning how video game music should be approached. In this volume, experts in game music provide their responses to these issues. This book suggests a variety of new approaches to the study of game music. In the course of developing ways of conceptualizing and analyzing game music it explicitly considers other critical issues including the distinction between game play and music play, how notions of diegesis are complicated by video game interactivity, the importance of cinema aesthetics in game music, the technicalities of game music production and the relationships between game music and art music traditions. This collection is accessible, yet theoretically substantial and complex. It draws upon a diverse array of perspectives and presents new research which will have a significant impact upon the way that game music is studied. The volume represents a major development in game musicology and will be indispensable for both academic researchers and students of game music.
Call Number: ML3540.7 .L83 2016
Publication Date: 2016-09-01
Understanding Video Game Music by Understanding Video Game Music develops a musicology of video game music by providing methods and concepts for understanding music in this medium. From the practicalities of investigating the video game as a musical source to the critical perspectives on game music - using examples including Final Fantasy VII, Monkey Island 2, SSX Tricky and Silent Hill - these explorations not only illuminate aspects of game music, but also provide conceptual ideas valuable for future analysis. Music is not a redundant echo of other textual levels of the game, but central to the experience of interacting with video games. As the author likes to describe it, this book is about music for racing a rally car, music for evading zombies, music for dancing, music for solving puzzles, music for saving the Earth from aliens, music for managing a city, music for being a hero; in short, it is about music for playing.
Call Number: ML3540.7 .S86 2018
Publication Date: 2018-11-01
Sound Play by Video games open portals to fantastical worlds where imaginative play and enchantment prevail. These virtual settings afford us considerable freedom to act out with relative impunity. Or do they? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of people's creative engagements with gaming's audio phenomena-from sonorous violence to synthesized operas, from democratic music-making to vocal sexual harassment. William Cheng shows how video games empower their designers, composers, players, critics, and scholars to tinker (often transgressively) with practices and discourses of music, noise, speech, and silence. Faced with collisions between utopian and alarmist stereotypes of video games, Sound Play synthesizes insights across musicology, sociology, anthropology, communications, literary theory, philosophy, and additional disciplines. With case studies spanning Final Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online, and Team Fortress 2, this book insists that what we do in there-in the safe, sound spaces of games-can ultimately teach us a great deal about who we are and what we value (musically, culturally, humanly) out here. Foreword by Richard Leppert Video Games Live cover image printed with permission from Tommy Tallarico
Call Number: ML3540.7 .C495 2013
Publication Date: 2014-04-03
Game Audio Books
Game Audio Development by Create game audio from the ground up with this comprehensive, multi-faceted resource designed for industry beginners and professionals alike! Game audio makes up one-third of the overall game experience: an experience that is part of the larger, multi-billion dollar video gaming industry. Game Audio Development tackles the complex world of audio by addressing all three major game audio disciplines: music composition, the creation of sound effects, and dialog performances. It begins by providing readers with a solid background and history of the discipline, and then progresses into equipment, techniques, skills, and coordinating these factors to produce effective audio that will enhance the gaming experience. The book concludes with a forecast for the future of game audio.
Call Number: MT56 .M38 G36 2009
Publication Date: 2008-08-27
Composing Music for Games by Composing Music for Games is a guidebook for launching and maintaining a successful career as a video game composer. It offers a pragmatic approach to learning, intensified through challenging project assignments and simulations. Author Chance Thomas begins with the foundation of scoring principles applicable to all media, and then progresses serially through core methodologies specific to video game music. This book offers a powerful blend of aesthetic, technique, technology and business, which are all necessary components for a successful career as a video game composer.
Call Number: MT64.V53 T46 2016
Publication Date: 2016-02-24
Game Audio with FMOD and Unity by Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website.
Call Number: QA76.76.C672 R6336 2019
Publication Date: 2019-03-15
The Game Audio Course by The Game Audio Strategy Guideis a comprehensive text designed to turn both novices and experienced audio designers into technical game audio pros. Providing both a theoretical foundation and practical insights, The Game Audio Strategy Guide offers a thorough look at the tools and methods needed to create industry-quality music and sound design for games. The text is supported by an extensive companion website, featuring numerous practical tutorials and exercises, which allows the reader to gain hands-on experience creating and implementing audio assets for games. The Game Audio Strategy Guide is the essential manual for anyone interested in creating audio for games, inside or outside the classroom.
Call Number: TK7881.4 .Z424 2020
Publication Date: 2019-12-17
Writing Music for Commercials by In Writing Music for Commercials: Television, Radio, and New Media, professor, composer, arranger, and producer Michael Zager describes the process of composing and arranging music specifically for commercials across the growing variety of media formats. Writing music for commercials requires composers not only learn the craft of writing short-form compositions that can stand on their own, but also understand the advertising business. In this third edition of his original Writing Music for Television and Radio Commericals, Zager walks starting composers through the business and art of writing music that aims for a product's target audience and, when done well, hits its mark. Chapter by chapter, Zager covers a broad array of topics: how to approach and analyze commercials from a specifically musical perspective, the range of compositional techniques for underscoring and composing jingles, the standard expectations and techniques for arranging and orchestration, and finally the composing of music for radio commercials, corporate videos, infomercials, theatrical trailers, video games, Internet commercials, websites, and web series (webisodes). This third edition has been updated to include more in-depth analysis of the changing landscape of music writing for modern media, with critical information on composing not only for the Web but for mobile applications, from video-driven advertising in online newspapers to electronic greeting cards. Zager also includes new interviews with industry professionals, updated business information, the latest sound design concepts, and much more. Writing Music for Commercials: Television, Radio, and New Media features: -Easy-to-read chapters for beginning and intermediate music composition students -Over a hundred graphics and musical examples -Interviews with industry professionals -An assortment of assignments to train and test readers, preparing them for the world of writing music for various media -Online audio samples that illustrate the book's principles Writing Music for Commercials is designed not only for composers but for students and professionals at every level.
Call Number: MT67.Z34 2015
Publication Date: 2015-02-19
Music for New Media by (Berklee Guide). Videogames, web sites, and other new media are creating more opportunities for contemporary music writers than have ever existed before. In this book, you will learn to write effectively for these new forms, mastering the devices, sounds, and techniques for supporting stories and responding to user actions. It details the technical and dramatic requirements necessary for each type of new media. In engaging language, illustrated by countless real-world examples and practical workshops, writers at all levels will find ways to create music for new markets, and find new opportunities for creative expression. Guided hands-on projects will help you create music in all these forms. A CD of examples and practice files illustrates all concepts and lets you practice the techniques. Readers will learn to: * Score videogames, developing music for different characters, addressing the standard types of scenes and cues, and the formats required by game publishers * Develop music for web sites, including HTML and Flash code * Use sound technologies within mobile devices to create distinctive ringtones and other sounds * Create demos and portfolios for getting clients.
Call Number: MT67 .H64 2007
Publication Date: 2007-01-01
The Game Audio Tutorial by Design and implement video game sound from beginning to end with this hands-on course in game audio. Music and sound effects speak to players on a deep level, and this book will show you how to design and implement powerful, interactive sound that measurably improves gameplay. If you are a sound designer or composer and want to do more than just create audio elements and hand them over to someone else for insertion into the game, this book is for you. You'll understand the game development process and implement vital audio experiences-not just create music loops or one-off sound effects. The Game Audio Tutorial isn't just a book-you also get a powerful website (www.thegameaudiotutorial.com), which includes:
Call Number: MT56 .S74 2011
Publication Date: 2011-03-15
Beep to Boom by Drawing on decades of experience, Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Realityis a rigorous, comprehensive guide to interactive audio runtime systems. Packed with practical examples and insights, the book explains each component of these complex geometries of sound. Using practical, lowest-common-denominator techniques, Goodwin covers soundfield creation across a range of platforms from phones to VR gaming consoles. Whether creating an audio system from scratch or building on existing frameworks, the book also explains costs, benefits and priorities. In the dynamic simulated world of games and extended reality, interactive audio can now consider every intricacy of real-world sound. This book explains how and why to tame it enjoyably.
Call Number: QA76.76.C672 G655 2019
Publication Date: 2019-02-22