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1

Sinclair, Jean-Luc. Principles of Game Audio and Sound Design. New York, NY : Routledge, 2020.: Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432.

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2

Game sound: An introduction to the history, theory, and practice of video game music and sound design. Cambridge, Mass: MIT Press, 2008.

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3

Jorgensen, Kristine. A comprehensive study of sound in computer games: How audio affects player action. Lewiston: Edwin Mellen Press, 2010.

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4

A comprehensive study of sound in computer games: How audio affects player action. Lewiston: Edwin Mellen Press, 2009.

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5

Grimshaw, Mark. Game sound technology and player interaction: Concepts and development. Hershey PA: Information Science Reference, 2011.

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6

Bernsen, Jens. Lyd i design =: Sound in design. København: Dansk Design Center, 1999.

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7

Creating music and sound for games. Boston: Thomson Course Technology, 2007.

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8

David, Attwood. Sound design: Classic audio & hi-fi design. London: Mitchell Beazley, 2002.

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9

Bracewell, John L. Sound design in the theatre. [Ithaca, N.Y]: Author, 2004.

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10

Dal Palù, Doriana, Claudia De Giorgi, Beatrice Lerma, and Eleonora Buiatti. Frontiers of Sound in Design. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-76870-0.

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11

Murray, Leo. Sound Design Theory and Practice. London ; New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9781315647517.

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12

Loar, Josh. The Sound System Design Primer. New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9781315196817.

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13

Handbook of sound system design. Commack, NY: ELAR Pub. Co., 1989.

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14

Sound design in the theatre. Englewood Cliffs, N.J: Prentice Hall, 1993.

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15

Filimowicz, Michael. Doing Research in Sound Design. London: Focal Press, 2021. http://dx.doi.org/10.4324/9780429356360.

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16

Video game design foundations: Software design guide. Tinley park, Ill: Goodheart-Willcox Co., 2011.

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17

1972-, Rollings Andrew, ed. Fundamentals of game design. 2nd ed. Berkeley, CA: New Riders, 2010.

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18

Adams, Ernest. Fundamentals of game design. 2nd ed. Berkeley, CA: New Riders, 2010.

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19

Adams, Ernest. Fundamentals of game design. 2nd ed. Berkeley, CA: New Riders, 2010.

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20

Game design foundations. 2nd ed. Plano, Tex: Wordware Pub., 2009.

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21

Debenham, Ian. Design your own business games. London: British Association for Commercial and Industrial Education, 1987.

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22

Montola, Markus. Pervasive games: Theory and design. Amsterdam: Elsevier/Morgan Kaufmann, 2009.

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23

Montola, Markus. Pervasive games: Theory and design. Amsterdam: Elsevier/Morgan Kaufmann, 2009.

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24

Jaakko, Stenros, and Wærn Annika 1960-, eds. Pervasive games: Theory and design. Amsterdam: Elsevier/Morgan Kaufmann, 2009.

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25

Minard, Robin. Robin Minard: Silent music : zwischen Klangkunst und Akustik-Design = between sound art and acoustic design. Heidelberg: Kehrer, 2000.

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26

1973-, Boon Richard, ed. 21st century game design. Hingham, Mass: Charles River Media, 2005.

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27

Sound play: Video games and the musical imagination. Oxford University Press, 2014.

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28

Playing with sound: A theory of interacting with sound and music in video games. The MIT Press, 2013.

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29

Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.

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30

Sinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.

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31

Sinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.

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32

Sinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.

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33

Sinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.

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34

Sinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.

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35

Weinel, Jonathan. Inner Sound. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.001.0001.

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Inner Sound explores how altered states of consciousness have shaped the design of electronic music and audio-visual media. The book begins by discussing consciousness, and how this may change during states such as dreaming, psychedelic experience, meditation, and trance. Next, a variety of shamanic traditions are reviewed, in order to explore how indigenous societies have reflected visionary experiences through visual art and music. This provides the necessary background from which to consider how analogue and digital audio technologies enable specific capabilities for representing or inducing altered states of consciousness in psychedelic rock, electronic dance music, and electroacoustic music. Developing the discussion to consider sound in the context of audio-visual media, the role of altered states of consciousness in films, visual music, VJ performances, interactive video games, and virtual reality applications is also discussed. Through the analysis of these examples, the author uncovers common mechanisms, and ultimately proposes a conceptual model for ‘Altered States of Consciousness Simulations’. This theoretical model describes how sound can be used to simulate various subjective states of consciousness from a first-person perspective, in an interactive context. Throughout the book, the ethical issues regarding altered states of consciousness in electronic music and audio-visual media are also explored, ultimately allowing the reader to consider not only the design of Altered States of Consciousness Simulations, but also the implications of their use for digital society. In this way, Inner Sound explores the limits of technology for representing and manipulating consciousness, at the frontiers of electronic music and art.
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36

Infinite Game Universe, Volume 2: Level Design, Terrain, and Sound (Advances in Computer Graphics and Game Development Series). Charles River Media, 2002.

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37

Collins, Karen. Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design. MIT Press, 2018.

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38

Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design. The MIT Press, 2008.

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39

Collins, Karen. Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design. MIT Press, 2008.

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40

Collins, Karen. Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design. MIT Press, 2008.

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41

McAlpine, Kenneth B. The Atari VCS. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0002.

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This chapter explores the Atari VCS, the machine that took video games out of the arcades and into the living room and established Atari as the dominant player in the home video games industry, at least for a time. It examines the context that surrounded the birth of the Atari VCS and how that influenced its hardware design, in turn shaping both the sound and people’s expectations of video game music. The Atari’s sound chip, the Television Interface Adaptor, gave the Atari VCS what might charitably be described as a ‘characterful’ voice. By reviewing the hardware, this chapter explores how and why the Atari VCS sounded just the way it did, and by exploring some of the games that were released for the platform the chapter shows how, while sound games did indeed sound dreadful, with a little musical ingenuity they could work wonderfully as game soundtracks.
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42

Kellman, Noah. The Game Music Handbook. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190938680.001.0001.

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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.
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43

Hilary, John Frost Jackman. Sound Start - Games. Nelson Thornes (Publishers) Ltd, 1998.

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44

Sound Design. Vanwell Publishing, 2003.

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45

McAlpine, Kenneth B. The ZX Spectrum. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0003.

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The ZX Spectrum, even for its time, was a very simple machine, yet it was a runaway commercial success, almost single-handedly kickstarting the UK games industry. This chapter examines the launch of the ZX Spectrum and the challenges its hardware design presented to game developers. In fact, the ZX Spectrum was as rudimentary as digital music can get. It offered no hardware sound support, and its single-channel beeper provided a single bit of resolution and was controlled directly by the machine’s main CPU, making it a real challenge to create synchronous music and gameplay. Nonetheless, it was not long before developers managed to work out inventive ways to use it, harnessing the power of creative synthesis and performance coding to move from simple, monophonic beeps to sophisticated multichannel prog rock arrangements complete with percussion and effects.
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46

Little, Jean. Treasure Tracker (Sound Games). Golden Books, 1996.

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47

Avarese, John. Post Sound Design. Edited by David Landau. Bloomsbury Publishing Inc, 2017. http://dx.doi.org/10.5040/9781501327513.

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48

Miranda, Eduardo. Computer Sound Design. Routledge, 2012. http://dx.doi.org/10.4324/9780080490755.

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49

Books, Golden. My Little Store (Sound Games). Golden books, 1996.

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50

Kindermusik. Sound Bingo. Chronicle Books, 2010.

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