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THIEF PS4 Manual
See important health and safety warnings in the system Settings menu. GETTING STARTED PlayStation®4 system Starting a game: Before use, carefully read the instructions supplied with the PS4™ computer entertainment system. The documentation contains information on setting up and using your system as well as important safety information. Touch the (power) button of the PS4™ system to turn the system on. The power indicator blinks in blue, and then lights up in white. Insert the Thief disc with the label facing up into the disc slot. The game appears in the content area of the home screen. Select the software title in the PS4™ system’s home screen, and then press the S button. Refer to this manual for Default controls: information on using the software. Xxxxxx xxxxxx left stick Xxxxxx xxxxxx R button Quitting a game: Press and hold the button, and then select [Close Application] on the p Xxxxxx xxxxxx E button screen that is displayed. Xxxxxx xxxxxx W button Returning to the home screen from a game: To return to the home screen Xxxxxx xxxxxx K button Xxxxxx xxxxxx right stick without quitting a game, press the p button. To resume playing the game, select it from the content area. Xxxxxx xxxxxx N button Xxxxxx xxxxxx (Xxxxxx xxxxxxx) H button Removing a disc: Touch the (eject) button after quitting the game. Xxxxxx xxxxxx (Xxxxxx xxxxxxx) J button Xxxxxx xxxxxx (Xxxxxx xxxxxxx) Q button Trophies: Earn, compare and share trophies that you earn by making specic in-game Xxxxxx xxxxxx (Xxxxxx xxxxxxx) Click touchpad accomplishments. Trophies access requires a Sony Entertainment Network account . -
The Cross Over Talk
Programming Composers and Composing Programmers Victoria Dorn – Sony Interactive Entertainment 1 About Me • Berklee College of Music (2013) – Sound Design/Composition • Oregon State University (2018) – Computer Science • Audio Engineering Intern -> Audio Engineer -> Software Engineer • Associate Software Engineer in Research and Development at PlayStation • 3D Audio for PS4 (PlayStation VR, Platinum Wireless Headset) • Testing, general research, recording, and developer support 2 Agenda • Programming tips/tricks for the audio person • Audio and sound tips/tricks for the programming person • Creating a dialog and establishing vocabulary • Raise the level of common understanding between sound people and programmers • Q&A 3 Media Files Used in This Presentation • Can be found here • https://drive.google.com/drive/folders/1FdHR4e3R4p59t7ZxAU7pyMkCdaxPqbKl?usp=sharing 4 Programming Tips for the ?!?!?! Audio Folks "Binary Code" by Cncplayer is licensed under CC BY-SA 3.0 5 Music/Audio Programming DAWs = Programming Language(s) Musical Motives = Programming Logic Instruments = APIs or Libraries 6 Where to Start?? • Learning the Language • Pseudocode • Scripting 7 Learning the Language • Programming Fundamentals • Variables (a value with a name) soundVolume = 10 • Loops (works just like looping a sound actually) for (loopCount = 0; while loopCount < 10; increase loopCount by 1){ play audio file one time } • If/else logic (if this is happening do this, else do something different) if (the sky is blue){ play bird sounds } else{ play rain sounds -
Du Mutisme Au Dialogue
École Nationale Supérieure Louis Lumière Promotion Son 2015 Du mutisme au dialogue Les interactions vocales dans le jeu vidéo Partie pratique : v0x Mémoire de fin d'étude Rédacteur : Charles MEYER Directeur interne: Thierry CODUYS Directrice externe : Isabelle BALLET Rapporteur : Claude GAZEAU Année universitaire 2014-2015 Mémoire soutenu le 15 juin 2015 Remerciements : Je tiens à remercier chaleureusement mes deux directeurs de mémoire pour leur implication, leur confiance et leur exigence. Je remercie tout particulièrement Nicolas GIDON, sans qui la réalisation de la partie pratique de ce mémoire aurait été plus chronophage et complexe.. Je remercie et salue Nicolas FOURNIER et Baptiste PALACIN, dont les travaux et la gentillesse ont été une source d'inspiration et de détermination. Je remercie également ma mère, ma tante, Jordy, Julien et Julien (n'en déplaise à Julien), Timothée et mes amis pour leur soutien indéfectible. Merci à madame VALOUR, monsieur COLLET, monsieur FARBRÈGES ainsi qu'à leurs élèves. Enfin, merci à From Software et à NetherRealm Studios pour leur jeux, qui auront été un défouloir bienvenu. Page 2 Résumé Ce mémoire de master a pour objet d'étude les interactions vocales dans le jeu vidéo. Cependant, il ne se limite pas à une étude historique de l'évolution de la vocalité au sein des jeux vidéo mais en propose une formalisation théorique autour de trois concepts essentiels : Mécanique, Narration et Immersion. De ces trois concepts découlent trois types de voix : les voix système, les voix narratives (linéaires et non- linéaires) et les voix d'ambiance. Dans le prolongement de cette étude et en s'appuyant sur les travaux menés dans le cadre des parties expérimentale et pratique de ce mémoire, ayant abouti à la réalisation d'un jeu vidéo basé sur l'analyse spectrale de la voix du joueur, v0x, nous proposons une extension de cette théorie de la vocalité vidéo-ludique afin d'intégrer l'inclusion de la voix du joueur au sein de ce cadre d'étude. -
SOUNDSEED IMPACT Review by Bradley D
TOOLBOX AUDIOKINETIC SOUNDSEED IMPACT Review by Bradley D. Meyer EVERY GENERATION OF CONSoleS the SoundSeed Impact plug-in for parameters in the Impact modeler, comes with the promise of bigger! Wwise. The Impact Modeler tool Audiokinetic you save out a new residual wave Better! Faster! With these new analyzes a wave file and generates SOUNDSEED IMPACT file, and then import it into Wwise specs comes the desire to add a residual noise file consisting and attach the SoundSeed Impact more to every project: more of the impact sound with all plug-in to the sound. ¤ STATS textures, more shaders, more resonant frequencies stripped out. Audiokinetic Inc. animations, more levels! More! It generates a text file containing 409 rue Saint-Nicolas, bureau 300 PLUG IT IN More! MORE! On the audio side we data regarding the frequency, Montreal, Quebec » The plug-in side of the software have the call for more streams, bandwidth, and amplitude of each H2Y 2P4 applies the resonant modal data more DSP effects, and more resonant mode of the original file. Canada to the residual file and provides variations of sounds. Wrangling The plug-in for Wwise then uses the www.audiokinetic.com several controls to apply variation memory for these new features is residual audio file and the resonant ¤ PRICE to the sound (See Figure 2). You the constant, silent, often violent modal data to resynthesize the Initial Platform: $5,000 Additional can alter the quality of the sound, battle in which we all partake residual file into multiple variations Platform: $2,500 which determines the number of throughout each project. -
Game-Tech-Whitepaper
Type & Color October, 2020 INSIGHTS Game Tech How Technology is Transforming Gaming, Esports and Online Gambling Elena Marcus, Partner Sean Tucker, Partner Jonathan Weibrecht,AGC Partners Partner TableType of& ContentsColor 1 Game Tech Defined & Market Overview 2 Game Development Tools Landscape & Segment Overview 3 Online Gambling & Esports Landscape & Segment Overview 4 Public Comps & Investment Trends 5 Appendix a) Game Tech M&A Activity 2015 to 2020 YTD b) Game Tech Private Placement Activity 2015 to 2020 YTD c) AGC Update AGCAGC Partners Partners 2 ExecutiveType & Color Summary During the COVID-19 pandemic, as people are self-isolating and socially distancing, online and mobile entertainment is booming: gaming, esports, and online gambling . According to Newzoo, the global games market is expected to reach $159B in revenue in 2020, up 9.3% versus 5.3% growth in 2019, a substantial acceleration for a market this large. Mobile gaming continues to grow at an even faster pace and is expected to reach $77B in 2020, up 13.3% YoY . According to Research and Markets, the global online gambling market is expected to grow to $66 billion in 2020, an increase of 13.2% vs. 2019 spurred by the COVID-19 crisis . Esports is projected to generate $974M of revenue globally in 2020 according to Newzoo. This represents an increase of 2.5% vs. 2019. Growth was muted by the cancellation of live events; however, the explosion in online engagement bodes well for the future Tectonic shifts in technology and continued innovation have enabled access to personalized digital content anywhere . Gaming and entertainment technologies has experienced amazing advances in the past few years with billions of dollars invested in virtual and augmented reality, 3D computer graphics, GPU and CPU processing power, and real time immersive experiences Numerous disruptors are shaking up the market . -
Table of Contents to Certain Light Patterns Or Flashing Lights
WARNING: PHOTOSENSITIVITY/EPILEPSY/SEIZURES A very small percentage of individuals may experience epileptic seizures or blackouts when exposed table of Contents to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a television GettinG Started ................................................................. 2 screen or when playing video games may trigger epileptic seizures or blackouts in these individuals. These conditions may trigger previously undetected epileptic symptoms or seizures in persons who introduction ...................................................................... 2 have no history of prior seizures or epilepsy. If you, or anyone in your family, has an epileptic PlayStation®3 controller ............................................ 3 condition or has had seizures of any kind, consult your physician before playing. IMMEDIATELY controlS .............................................................................. 3 DISCONTINUE use and consult your physician before resuming gameplay if you or your child experience any of the following health problems or symptoms: the Game Screen ...............................................................15 • dizziness • eye or muscle twitches • disorientation • any involuntary movement SuPerStar Selection .......................................................15 • altered vision • loss of awareness • seizures or convulsion. main menu ............................................................................15 RESUME GAMEPLAY ONLY ON APPROVAL -
THIEF PS3 Manual
WARNING: PHOTOSENSITIVITY/EPILEPSY/SEIZURES A very small percentage of individuals may experience epileptic seizures or blackouts when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a television NOTICES: screen or when playing video games may trigger epileptic seizures or blackouts in these individuals. Video output in HD requires cables and an HD- compatible display, both sold separately. These conditions may trigger previously undetected epileptic symptoms or seizures in persons who Voice chat requires a headset, sold separately. Compatible with most Bluetooth and USB wired have no history of prior seizures or epilepsy. If you, or anyone in your family, has an epileptic headsets. Some limitations apply. condition or has had seizures of any kind, consult your physician before playing. IMMEDIATELY DISCONTINUE use and consult your physician before resuming gameplay if you or your child experience any of the following health problems or symptoms: GETTING STARTED • dizziness • eye or muscle twitches • disorientation • any involuntary movement • altered vision • loss of awareness • seizures or convulsion. PlayStation®3 system RESUME GAMEPLAY ONLY ON APPROVAL OF YOUR PHYSICIAN. ______________________________________________________________________________ Starting a game: Before use, carefully read the instructions supplied with the PS3™ Use and handling of video games to reduce the likelihood of a seizure computer entertainment system. The documentation contains information on setting up and using your system as well as important safety information. • Use in a well-lit area and keep as far away as possible from the television screen. • Avoid large screen televisions. Use the smallest television screen available. Check that the MAIN POWER switch (located on the system rear) is turned on. -
Downloading the Video to Their Device (See Figure 3-63)
NORTHWESTERN UNIVERSITY Compositional Possibilities of New Interactive and Immersive Digital Formats A DISSERTATION SUBMITTED TO THE BIENEN SCHOOL OF MUSIC IN PARTIAL FULFILLMENT OF THE REQUIREMENTS for the degree DOCTOR OF MUSICAL ARTS Program of Composition By Daniel R. Dehaan EVANSTON, IL (June 2019) 2 Abstract From 2008 to 2019, a range of new interactive and immersive digital formats that present new possibilities for musical and artistic expression have become available. In order to begin the work of uncovering what new compositional and experiential possibilities are now possible, this document will examine each format’s core concepts and tools, cataloging the current state of related technologies. It also provides a survey of each format’s representative works, including a discussion of my original and evolving work for virtual reality, Infinite Void. The ultimate goal of this dissertation is to serve as a point of departure for composers interested in working with and influencing the direction that musical and creative expression will take in these immersive and interactive digital environments. 3 Acknowledgments This document would not have been possible without countless individuals to whom I owe more than just the acknowledgements of this page. To my committee members, Chris Mercer, Hans Thomalla, and Stephan Moore, who made themselves available from all corners of the globe and encouraged me to keep going even when it seemed like no end was in sight. To Donna Su, who kept me on track and moving forward throughout my entire time at Northwestern. To my readers, Nick Heinzmann and Caleb Cuzner, without whom I don’t think I would have ever been able to finish. -
Audiokinetic, Wwise User's Guide
Wwise User'sGuide 2015.1.9 Wwise Wwise User'sGuide Wwise 2015.1.9 Revision 1910 Copyright © 2016 Audiokinetic Inc. This document (whether in written, graphic or video form) is supplied as a guide for the Wwise® product. This documentation is the property of Audiokinetic Inc. (“Audiokinetic”), and protected by Canadian copyright law and in other jurisdictions by virtue of international copyright treaties. It may be used by you in accordance with the following. This documentation may be duplicated, reproduced, stored or transmitted, exclusively for your internal, non-commercial purposes, but you may not alter the content of any portion of the documentation. Any copy of the documentation shall retain all copyright and other proprietary notices contained therein. The content of this documentation is furnished for information purposes only, and its content is subject to change without notice. Reasonable care has been taken in preparing the information contained in this document, however, we disclaim all representations, warranties and conditions, whether express, implied or arising out of usage of trade or course of dealing, concerning this documentation and assume no responsibility or liability for any losses or damages of any kind arising out of the use of this guide or of any error or inaccuracy it may contain, even if we have been advised of the possibility of such loss or damage. Wwise®, Audiokinetic®, Actor-Mixer®, SoundFrame® and SoundSeed® are registered trademarks, and Master-Mixer™, SoundCaster™ and Randomizer™ are trademarks, of Audiokinetic. Other trademarks, trade names or company names referenced herein may be the property of their respective owners. 2 Table of Contents Welcome to Wwise 2015.1.9 ........................................................................... -
Fuse-Manuals Sony Playstation 3.Pdf
WARNING: PHOTOSENSITIVITY/EPILEPSY/SEIZURES A very small percentage of individuals may experience epileptic seizures or blackouts when exposed to certain light patterns or fl ashing lights. Exposure to certain patterns or backgrounds on a television screen or when playing video games may trigger epileptic seizures or blackouts in these individuals. These conditions may trigger previously undetected epileptic symptoms or seizures in persons who have no history of prior seizures or epilepsy. If you, or anyone in your family, has an epileptic condition or has had seizures of any kind, consult your physician before playing. IMMEDIATELY DISCONTINUE use and consult your physician before resuming gameplay if you or your child experience any of the following health problems or symptoms: dizziness eye or muscle twitches disorientation any involuntary movement altered vision loss of awareness seizures or convulsion. RESUME GAMEPLAY ONLY ON APPROVAL OF YOUR PHYSICIAN. FIELE D OPPERATA IONS MANNUAL 01 USE AND HANDLING OF VIDEO GAMES TO REDUCE THE LIKELIHOOD OF A SEIZURE Use in a welllit area and keep as far away as possible from the television screen. Avoid large screen televisions. Use the smallest television screen available. Avoid prolonged use of the PlayStation®3 system. Take a 15minute break during each hour of play. Avoid playing when you are tired or need sleep. Stop using the system immediately if you experience any of the following symptoms: lightheadedness, nausea, or a sensation similar to motion sickness; discomfort or pain in the eyes, ears, hands, arms, or any other part of the body. If the condition persists, consult a doctor. -
Game Developer’S Sister Web Site): Simon Carless Game Developer “As Part of a Community of Game Publishers and Editor-In-Chief Is BPA Approved
>> PRODUCT REVIEWS DAZ’S HEXAGON 2 * BETA PRODUCT PREVIEWS DECEMBER 2006 THE LEADING GAME INDUSTRY MAGAZINE POSTMORTEM: INTROVERSION’S DEFCON >>STATE OF THE INDUSTRY >>CREATE ALL HUMANS >>2006’S BEST PRODUCTS GAME PRIVACY WALKS ARTIFICIAL INTELLIGENCE FRONTLINE AWARD THE REVENUE PLANK FOR OPEN WORLD GAMES FINALISTS ANNOUNCED []CONTENTS DECEMBER 2006 VOLUME 13, NUMBER 11 FEATURES 13 STATE OF THE INDUSTRY: VIDEO GAME PIRACY Piracy has been a concern since games were first made available for sale. The PC is a particularly embattled platform as far as digital piracy, though console gamemakers have their fair share of troubles as well. Professionals from id, Macrovision, the ESA and other organizations explain where the industry’s biggest concerns lie and what we 13 might do in the future to disrupt pirate activities. Leave your eyepatch at home. By Paul Hyman 21 CREATING ALL HUMANS 26 Artificial intelligence is of paramount importance in all games, but flaws therein can be even more noticeable in open-world games, in which the player is given a wide POSTMORTEM range of control. Using a data-driven AI architecture, Pandemic Studios created a 21 26 DETONATING INTROVERSION’S DEFCON flexible system for DESTROY ALL HUMANS II Steam-distributed PC strategy title DEFCON was a completely that alleviated many of the typical independent project, continuing Introversion’s reputation as “the last of problems seen in open-world games. the bedroom programmers.” In this postmortem, team members from all By John Krajewski aspects of the game’s production weigh in about the logistics of releasing and popularizing a game with a sub $100,000 budget in this era of bloated budgets and gargantuan team sizes. -
The 5Th Annual North American Conference on Video Game Music
THE 5TH ANNUAL NORTH AMERICAN CONFERENCE ON VIDEO GAME MUSIC Saturday, January 13, 2018 & Sunday, January 14, 2018 E. V. Moore Building, 1100 Baits Dr., Britton Recital Hall Te Original Cottage Inn, 512 E. Williams St., Te Michigan Room Duderstadt Center, Computer & Video Game Archive, 2281 Bonisteel Blvd, Room B 474 THE NORTH AMERICAN CONFERENCE ON VIDEO GAME MUSIC 5 Made possible by support from THE U-M SCHOOL OF MUSIC, THEATRE & DANCE THE U-M OFFICE OF RESEARCH and THE BENARD L. MAAS FOUNDATION twitter: #nacvgm Wif access: MGuest Please turn of all cell phones and pagers or set ringers to silent mode. www.smtd.umich.edu NACVGM 5 SCHEDULE All events are in the E. V. Moore building, Britton Recital Hall, except where noted Saturday, January 13, 2018 8:00 am Registration, Cofee & Breakfast Hors d’Oeuvres (Brehm Pavillion) 9:00 am Welcome and announcements 9:15 am Session I: Space, Presence, Place, Karen Cook, chair “Sound and Semiosis in the Selenitic Age: Navigating Presence and Absence in the Soundscapes of Myst,” Stephen Armstrong “Sensing Toreau’s Maps, Tracks, and Trails: Spatial Listening and Game Audio in Walden,” Kate Galloway “120 Shrines which are Related Only with One Another: Modernist Style and Neo- Narrative in Te Legend of Zelda: Breath of the Wild,” Wesley Bradford 10:45 am Break 11:00 am Session II: Medievalisms FTW, Steven Reale, chair “On Adaptation, Ayres, and Assembly Language: Paul Webb’s Score for Robin Hood: Prince of Tieves (1991),” Dana Plank “‘Te Tings I Do For Lust …’: Humor and Subversion in ‘Te Bard’s Tale’