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From Pac-Man to Pop Music: Interactive Audio in Games and New Media [Paperback]

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  • Category: Books (Computers)
  • Author:  Collins, Karen
  • Author:  Collins, Karen
  • ISBN-10:  075466211X
  • ISBN-10:  075466211X
  • ISBN-13:  9780754662112
  • ISBN-13:  9780754662112
  • Publisher:  Taylor & Francis
  • Publisher:  Taylor & Francis
  • Pages:  224
  • Pages:  224
  • Binding:  Paperback
  • Binding:  Paperback
  • Pub Date:  01-Dec-2017
  • Pub Date:  01-Dec-2017
  • SKU:  075466211X-11-MPOD
  • SKU:  075466211X-11-MPOD
  • Item ID: 102447177
  • Seller: ShopSpell
  • Ships in: 2 business days
  • Transit time: Up to 5 business days
  • Delivery by: Oct 05 to Oct 07
  • Notes: Brand New Item. Not shipped to AK, HI, APO, FPO, AE.
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.Provides a framework for understanding the history, issues and theories surrounding interactive audio. This book covers practical and theoretical approaches, including historical perspectives, emerging theories, socio-cultural approaches to fandom, reception theory and case study analyses.Introduction, Karen Collins; Part 1 Industries and Synergies: The new MTV? Electronic arts and 'playing' music, Holly Tessler; Marketing music through computer games: the case of Poets of the Fall and Max Payne 2, Antti-Ville Karja.; Part 2 Ringtones and Mobile Phones: Could ringtones be more annoying?, Peter Drescher; Indeterminate adaptive digital audio for games on mobiles, Agnes Guerraz and Jacques Lemordant.; Part 3 Instruments and Interactions: Theoretical approaches to composing dynamic music for games, Jesper Kaae; Realising groundbreaking adaptive music, Tim van Geelen; The composition-instrument: emergence, improvisation, and interaction in games and new media, Norbert Herber.; Part 4 Techniques and Technologies: Dynamic range: subtlety and silence in video game soundl³¡
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