From Pac-Man to Pop Music: Interactive Audio in Games and New MediaKaren Collins 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 music 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, semiotic analyses, 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. |
Contents
The new MTV? Electronic Arts and playing music | 13 |
the case of Poets of the Fall | 27 |
Could ringtones be more annoying? | 47 |
Copyright | |
6 other sections not shown
Other editions - View all
From Pac-Man to Pop Music: Interactive Audio in Games and New Media Karen Collins Limited preview - 2017 |
From Pac-Man to Pop Music: Interactive Audio in Games and New Media Karen Collins Limited preview - 2011 |
From Pac-Man to Pop Music: Interactive Audio in Games and New Media Ms Karen Collins Limited preview - 2013 |
Common terms and phrases
3D audio Ableton Live accessed 11 June adaptive music aesthetic album algorithm AMML artists Audiomulch auditory cellphone changes chip music chunk Commodore 64 composition composition-instrument computer games create cultural Dance Dance Revolution demoscene dynamic music EA's Electronic Arts Electroplankton elements example experience Finnish format game developers game environment game world game-play game's gamers genre grains granular synthesis granulation graphics improvisation instrument interactive audio iXMF Karen Collins Kramer labels linear marketing Max Payne MIDI mobile phones Multimedia music industry music video musicians Nintendo non-linear notes parameters participant performance piece of music pitch play playback player PlayStation popular music production programming real-time record released rhythm ringtones role Schnur sense SMIL song sound chips sound designers sound effects soundtrack source sample specific Spore Stockburger structure track Video Game Music video game publishers Video Games Audio visual waveform Xbox