Game sound : an introduction to the history, theory, and practice of video game music and sound design / Karen Collins.

Author/creator Collins, Karen, 1973-
Format Book
Publication InfoCambridge, MA : MIT Press, ©2008.
Descriptionx, 200 pages : illustrations, music ; 24 cm
Subjects

Contents Introduction: Games are not films! But- -- Push start button: the rise of video games. Invaders in our homes: the birth of home consoles ; "Well it needs sound": the birth of personal computers -- Insert quarter to continue: 16-bit and the death of the arcade. Nintendo and Sega: the home console wars ; Personal computers get musical ; MIDI and the creation of iMUSE ; Amiga and the MOD format -- Press reset: video game audio comes of age. Home console audio matures ; Other platforms: rhythm-action, handhelds and online games -- Game audio today: technology, process, and aesthetic. The process of taking a game to market ; The audio production process ; The pre-production stage ; The production stage ; The post-production stage -- Synergy in game audio: film, popular music, and intellectual property. Popular music and video games ; The impact of popular music on games, and of games on popular music -- Gameplay, genre, and the functions of game audio. Degrees of player interactivity in dynamic audio ; Functions of game audio ; Immersion and the construction of the "real" -- Compositional approaches to dynamic game music. Non-linearity in games ; Ten approaches to variability in game music -- Conclusion.
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. This book 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. This book 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. The author 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.
Bibliography noteIncludes bibliographical references (pages 189-196) and index.
LCCN 2008008742
ISBN9780262033787 (hardcover : alk. paper)
ISBN026203378X (hardcover : alk. paper)

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Music Item has been checked out ML3540.7 .C65 2008 Due 08/21/2026 Want This?