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15,230 result(s) for "Computer game music"
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The Cambridge companion to video game music
Video game music has been permeating popular culture for over forty years. Now, reaching billions of listeners, game music encompasses a diverse spectrum of musical materials and practices. This book provides a comprehensive, up-to-date survey of game music, featuring contributions from a diverse group of scholars and industry professionals.
The game music handbook : a practical guide to crafting an unforgettable musical soundscape
Writing music for games is an art that requires conceptual forethought, specialized technical skill, and a deep understanding of how players interact with games and game audio. The Game Music Handbook embarks on a journey through numerous soundscapes throughout video game history, exploring a series of concepts and techniques that are key to being a successful game music composer. This book organizes key game music scoring concepts into an applicable methodology, describing them with memorable distinctions that leave readers with a clear picture of how to apply them to creating music and sound. Any music composer or musician who wishes to begin a career in game composition can pick up this text and quickly gain a solid understanding of the core techniques for composing video game music, as well as the conceptual differences that separate it from any other compositional field. Some of these topics include designing emotional arcs for nonlinear timelines, the relationship between music and sound design, discussion of the player’s interaction with audio, and more. There is also much to be gained by advanced readers or game audio professionals, who will find detailed discussion of game state and its effect on player interaction, a composer-centric lesson on programming, how to work with version control, information on visual programming languages, emergent audio, music for virtual reality (VR), procedural audio, and other indispensable knowledge about advanced reactive music concepts. The text often explores the effect that music has on a player’s interaction with a game. It discusses the practical application of this interaction through the examination of various techniques employed in games throughout video game history to enhance immersion, emphasize emotion, and create compelling interactive experiences.
A Composer's Guide to Game Music
Music in video games is often a sophisticated, complex composition that serves to engage the player, set the pace of play, and aid interactivity. Composers of video game music must master an array of specialized skills not taught in the conservatory, including the creation of linear loops, music chunks for horizontal resequencing, and compositional fragments for use within a generative framework. InA Composer's Guide to Game Music, Winifred Phillips -- herself an award-winning composer of video game music -- provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the field. Musicians and composers may be drawn to game music composition because the game industry is a multibillion-dollar, employment-generating economic powerhouse, but, Phillips writes, the most important qualification for a musician who wants to become a game music composer is a love of video games. Phillips offers detailed coverage of essential topics, including musicianship and composition experience; immersion; musical themes; music and game genres; workflow; working with a development team; linear music; interactive music, both rendered and generative; audio technology, from mixers and preamps to software; and running a business.A Composer's Guide to Game Musicoffers indispensable guidance for musicians and composers who want to deploy their creativity in a dynamic and growing industry, protect their musical identities while working in a highly technical field, and create great music within the constraints of a new medium.
From Pac-Man to Pop Music
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.
Playing Along
This book is about play, performance, and participatory culture in the digital age. It shows how music, video games, and social media are bridging virtual and visceral experience, creating dispersed communities who forge meaningful connections by “playing along” with popular culture. Miller reveals how digital media are brought to bear in the transmission of embodied knowledge: how a Grand Theft Auto player uses a virtual radio to hear with her avatar’s ears; how a Guitar Hero player channels the experience of a live rock performer; and how an amateur guitar student translates a two-dimensional, pre-recorded online music lesson into three-dimensional physical practice and an intimate relationship with a distant teacher. Through ethnographic case studies, Miller demonstrates that our everyday experiences with interactive digital media are gradually transforming our understanding of musicality, creativity, play, and participation.
The Effects of Musical Experience and Hearing Loss on Solving an Audio-Based Gaming Task
We conducted an experiment using a purposefully designed audio-based game called the Music Puzzle with Japanese university students with different levels of hearing acuity and experience with music in order to determine the effects of these factors on solving such games. A group of hearing-impaired students (n = 12) was compared with two hearing control groups with the additional characteristic of having high (n = 12) or low (n = 12) engagement in musical activities. The game was played with three sound sets or modes; speech, music, and a mix of the two. The results showed that people with hearing loss had longer processing times for sounds when playing the game. Solving the game task in the speech mode was found particularly difficult for the group with hearing loss, and while they found the game difficult in general, they expressed a fondness for the game and a preference for music. Participants with less musical experience showed difficulties in playing the game with musical material. We were able to explain the impacts of hearing acuity and musical experience; furthermore, we can promote this kind of tool as a viable way to train hearing by focused listening to sound, particularly with music.
Playing with Sound
An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games. In Playing with Sound , Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects—which include not only music but also sound effects, ambient sound, dialogue, and interface sounds—both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games; the role of interactive sound in creating an emotional experience through immersion and identification with the game character; the ways in which sound acts as a mediator for a variety of performative activities; and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances.
A decision-support system for assessing the function of machine learning and artificial intelligence in music education for network games
With the impressive enhancement and development of computer technology, artificial intelligence (AI) and machine learning (ML) are implemented in every field of life. Music is one of these sectors where AI and ML have been applied and gained traction in recent years. Both AI and ML are cutting-edge fields that are utilized to create and manipulate sounds in games, music, and other applications. Innovative and sophisticated approaches based on AI and machine learning are being used to improve music teaching. Furthermore, by employing these methods, the sounds in games can be made more efficient and effective. Evaluation of the role of AI and ML in music education is one of the most difficult and challenging areas for teaching and learning researchers due to the use of these approaches. The Fuzzy Analytical Hierarchy Process (Fuzzy AHP) approach was used to assess the role of AI and machine learning in music instruction. Fuzzy AHP is a basic and straightforward way of making better decisions based on criteria and options. In the proposed study, we used Fuzzy AHP to determine the weightages of seven criteria and five alternatives. When we tested these paradigms, we got good results that let us move forward and improve the principles and framework for AI and ML to help music education grow creatively.
A rhythm-aware serious game for social interaction
Making music with others is both an artistic act and a social activity. Music therapists can leverage the social aspects of music to increase the well-being of their patients by interacting with them musically, improvising rhythms and melodies together on shared musical instruments. This activity requires highly trained professionals and is therefore expensive for the clients. We propose a serious game that can help people without musical training interact by collaboratively creating a rhythm using MIDI drum pads. The gaming system analyzes the rhythm in real-time and adds musical feedback that is synchronized to what the users play, enhancing the aesthetical experience that is crucial to the musical interaction and its therapeutic effects. We assessed our system through quantitative metrics showing its capability of following a user-established tempo. Test players also completed a questionnaire, which showed they found the experience pleasant and engaging, and that the musical augmentation was helpful to their interaction.
Real Sound Synthesis for Interactive Applications
Virtual environments such as games and animated and \"real\" movies require realistic sound effects that can be integrated by computer synthesis. The book emphasizes physical modeling of sound and focuses on real-world interactive sound effects. It is intended for game developers, graphics programmers, developers of virtual reality systems and training simulators, and others who want to learn about computational sound. It is written at an introductory level with mathematical foundations provided in appendices.