Information Technology Reference
In-Depth Information
critique of 21 st century digital audio. This means
deeply questioning and perhaps rejecting the
“Hollywood” values that have colonized game
audio, but may not actually be appropriate to a
multi-modal, interactive context. There are new
advantages like LOAD, essential realism, space
efficiency, sparse superposition, automatic asset
generation, and sound object polymorphism that
are simply not relevant to data driven methods
of the film era and will never be achieved using
samples. Only real-time procedural audio can ad-
dress these concepts and now that the necessary
processing power is available a new frontier has
opened in game audio which is here to stay.
Bregman, A. S. (1992). Auditory scene analysis:
Listening in complex environments . In McAdams,
S. E., & Bigand, E. (Eds.), Thinking in sound
(pp. 10-36). New York: Clarendon Press/Oxford
University Press.
Chion, M. (1994). Audio-vision . New York: Co-
lumbia University Press.
Collins, K. (2008). Game sound: An introduc-
tion to the history, theory, and practice of video
game music and sound design . Cambridge, MA:
MIT Press.
Cook, P. R. (2002). Real sound synthesis for
interactive applications. Location: AK Peters.
De Poli, G., Piccialli, A., & Roads, C. (1991).
Representations of musical signals . Cambridge,
MA: MIT Press.
rEFErENcEs
Adrien, J. M. (1991). The Missing link: Modal
synthesis . In De Poli, G., Piccialli, A., & Roads,
C. (Eds.), Representations of music signals (pp.
269-298). Cambridge, MA: MIT Press.
Elmore, W. C., & Heald, M. A. (1969). Physics
of waves. Location: McGraw Hill.
Farnell, A. J. (2008). Designing sound . London:
Applied Scientific Press.
Angus, J. A. S, and Caunce A. (2010) A GPGPU
approach to improved acoustic finite difference
time domain calculations. AES 128 (7963) Lon-
don, UK.
Gauss, C. F. (1882). General solution of the prob-
lem: To map a part of a given surface on another
given surface so that the image and the original
are similar in their smallest parts . Copenhagen:
Journal of Royal Society of Science.
Avanzini, F. (2001). Computational issues in
physically-based sound models. Unpublished
doctoral dissertation. University of Padova, Italy.
Geiger, G. (2005). Abstraction in computer music
software systems. Unpublished doctoral disserta-
tion. Universitat Pomp eu Fabra, Barcelona.
Beck, D. (2000). In Boulanger, R. (Ed.), Designing
acoustically viable instruments in Csound. The
Csound topic: Perspectives in software synthe-
sis, sound design and signal processing (p. 155).
Cambridge, MA: MIT Press.
Giordano, B. (2001). Preliminary observations
on materials recovering from real impact sounds:
Phenomenology of sound events . In Polotti, P.,
Papetti, S., Rocchesso, D., & Delle, S. (Eds.), The
sounding object (Sob project) (p. 24). Verona:
University of Verona.
Benson, D. J. (2007). Music: A mathematical of-
fering . Cambridge: Cambridge University Press.
Bilbao, S. (2009). Numerical sound synthesis .
Location: John Wiley & Sons.
Gordon, C., Webb, D. L., & Wolpert, S. (1992).
Isospectral plane domains and surfaces via Ri-
emannian orbifolds. Inventiones Mathematicae ,
110 , 1-22. doi:10.1007/BF01231320
Search WWH ::




Custom Search