Foundations for Music-Based Games
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Alive Dead Media 2020: Tracker and Chip Music
Alive Dead Media 2020: Tracker and Chip Music 1st day introduction, Markku Reunanen Pics gracefully provided by Wikimedia Commons Arrangements See MyCourses for more details, but for now: ● Whoami, who’s here? ● Schedule of this week: history, MilkyTracker with Yzi, LSDJ with Miranda Kastemaa, holiday, final concert ● 80% attendance, two tunes for the final concert and a little jingle today ● Questions about the practicalities? History of Home Computer and Game Console Audio ● This is a vast subject: hundreds of different devices and chips starting from the late 1970s ● In the 1990s starts to become increasingly standardized (or boring, if you may :) so we’ll focus on earlier technology ● Not just hardware: how did you compose music with contemporary tools? ● Let’s hear a lot of examples – not using Zoom audio The Home Computer Boom ● At its peak in the 1980s, but started somewhat earlier with Apple II (1977), TRS-80 (1977) and Commodore PET (1977) ● Affordable microprocessors, such as Zilog Z80, MOS 6502 and the Motorola 6800 series ● In the 1980s the market grew rapidly with Commodore VIC-20 (1980) and C-64 (1982), Sinclair ZX Spectrum (1982), MSX compatibles (1983) … and many more! ● From enthusiast gadgets to game machines Enter the 16-bits ● Improving processors: Motorola 68000 series, Intel 8088/8086/80286 ● More colors, more speed, more memory, from tapes to floppies, mouse(!) ● Atari ST (1984), Commodore Amiga (1985), Apple Macintosh (1984) ● IBM PC and compatibles (1981) popular in the US, improving game capability Not Just Computers ● The same technology powered game consoles of the time ● Notable early ones: Fairchild Channel F (1976), Atari VCS aka. -
Audio Middleware the Essential Link from Studio to Game Design
AUDIONEXT B Y A LEX A N D E R B R A NDON Audio Middleware The Essential Link From Studio to Game Design hen I first played games such as Pac Man and GameCODA. The same is true of Renderware native audio Asteroids in the early ’80s, I was fascinated. tools. One caveat: Criterion is now owned by Electronic W While others saw a cute, beeping box, I saw Arts. The Renderware site was last updated in 2005, and something to be torn open and explored. How could many developers are scrambling to Unreal 3 due to un- these games create sounds I’d never heard before? Back certainty of Renderware’s future. Pity, it’s a pretty good then, it was transistors, followed by simple, solid-state engine. sound generators programmed with individual memory Streaming is supported, though it is not revealed how registers, machine code and dumb terminals. Now, things it is supported on next-gen consoles. What is nice is you are more complex. We’re no longer at the mercy of 8-bit, can specify whether you want a sound streamed or not or handing a sound to a programmer, and saying, “Put within CAGE Producer. GameCODA also provides the it in.” Today, game audio engineers have just as much ability to create ducking/mixing groups within CAGE. In power to create an exciting soundscape as anyone at code, this can also be taken advantage of using virtual Skywalker Ranch. (Well, okay, maybe not Randy Thom, voice channels. but close, right?) Other than SoundMAX (an older audio engine by But just as a single-channel strip on a Neve or SSL once Analog Devices and Staccato), GameCODA was the first baffled me, sound-bank manipulation can baffle your audio engine I’ve seen that uses matrix technology to average recording engineer. -
Introduction Chapter 2 — Windows Software
UltraSound owners have a variety of sound needs. This is a guide to help you find the best way to use your new UltraSound for your own applications. Using your UltraSound with many games is as simple as selecting UltraSound from the list of sound cards in the game’s setup. You’ll hear extraordinary wavetable sound as soon as you begin the game. To use UltraSound with games that do not yet support the card directly, you may need some help getting started. UltraSound works with programs written for General MIDI, Sound Blaster, Ad Lib, Roland MT-32, and Roland SCC1. Read Chapter 6, “Game Sound Support,” for an explanation of the sound options available with UltraSound. Explore the file playing, recording, and mixing features of your UltraSound right away using the simple sound applets that come with Windows version 3.1 or later. Use Media Player to play sound files with your UltraSound. Or hook up a microphone and use Sound Recorder to record, mix, and play your own sounds. See the Windows manual or Sound Recorder’s on-line help for instructions. Open the UltraSound Mixer to enable inputs and outputs, set playback volume, and control CD and Microphone inputs. The settings you choose from the Mixer applet are only valid for the current Windows session until you save them. Once you have had a chance to explore your UltraSound’s features with these simple applications, try the great bonus software included in your UltraSound package. Advanced Gravis has included a number of terrific software applications for recording, playing, mixing, and composing sounds and music with your new UltraSound. -
Linux Sound Subsystem Documentation Release 4.13.0-Rc4+
Linux Sound Subsystem Documentation Release 4.13.0-rc4+ The kernel development community Sep 05, 2017 CONTENTS 1 ALSA Kernel API Documentation 1 1.1 The ALSA Driver API ............................................ 1 1.2 Writing an ALSA Driver ........................................... 89 2 Designs and Implementations 145 2.1 Standard ALSA Control Names ...................................... 145 2.2 ALSA PCM channel-mapping API ..................................... 147 2.3 ALSA Compress-Offload API ........................................ 149 2.4 ALSA PCM Timestamping ......................................... 152 2.5 ALSA Jack Controls ............................................. 155 2.6 Tracepoints in ALSA ............................................ 156 2.7 Proc Files of ALSA Drivers ......................................... 158 2.8 Notes on Power-Saving Mode ....................................... 161 2.9 Notes on Kernel OSS-Emulation ..................................... 161 2.10 OSS Sequencer Emulation on ALSA ................................... 165 3 ALSA SoC Layer 171 3.1 ALSA SoC Layer Overview ......................................... 171 3.2 ASoC Codec Class Driver ......................................... 172 3.3 ASoC Digital Audio Interface (DAI) .................................... 174 3.4 Dynamic Audio Power Management for Portable Devices ...................... 175 3.5 ASoC Platform Driver ............................................ 180 3.6 ASoC Machine Driver ............................................ 181 3.7 Audio Pops -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Considerations for a Study of a Musical Instrumentality in the Gameplay of Video Games
Playing in 7D: Considerations for a study of a musical instrumentality in the gameplay of video games Pedro Cardoso, Miguel Carvalhais ID+, Faculty of Fine Arts, University of Porto, Porto, Portugal [email protected] / [email protected] Abstract. The intersection between music and video games has been of increased interest in academic and in commercial grounds, with many video games classified as ‘musical’ having been released over the past years. The purpose of this paper is to explore some fundamental concerns regarding the instrumentality of video games, in the sense that the game player plays the game as a musical or sonic instrument, an act in which the game player becomes a musical performer. We define the relationship between the player and the game system (the musical instrument) to be action- based. We then propose that the seven discerned dimensions we found to govern that relationship to also be a source of instrumentality in video games. Something that not only will raise a deeper understanding of musical video games but also on how the actions of the player are actually embed in the generation and performance of music, which, in some cases, can be transposed to other interactive artefacts. In this paper we aim at setting up the grounds for discussing and further develop our studies of action in video games intersecting it with that of musical performance, an effort that asks for multidisciplinary research in musicology, sound studies and game design. Keywords: Action, Gameplay, Music, Sound, Video games. Introduction Music and games are no exception when it comes to the ubiquity of computational systems in contemporary society. -
Focus: the Communication Arts, Part 2. INSTITUTION Virginia Association of Teachers of English
DOCUMENT RESUME ED 088 046 CS 200 931 AUTHOR Wimer, Frances, Ed. TITLE Focus: The Communication Arts, Part 2. INSTITUTION Virginia Association of Teachers of English. PUB DATE 73 NOTE 66p. JOURNAL CIT Virginia English Bulletin; v23 n2 Entire Issue Winter 1973 EDRS PRICE MF-$0.75 HC-$3.15 DESCRIPTORS Authors; College Freshmen; *Communication Skills; *Composition (Literary); Drama; *English Instruction; Language Skills; Literature; Reading Instruction; Secondary Education; Teaching Methods; Teaching Techniques ABSTRACT The articles and authors featured in this issue are: "Preparing for Future Shock in English and Reading Instruction" by James R. Squire, "Great Expectations: Communicative Arts in the High School; or, Resetting the Clocks" by R. W. Reising and R. J. Rundus, "Some Expectations in English for College Freshmen" by May Jane Tillman, "The Role of the English Teacher in English Instruction" by Joseph E. Mahony, "Poor Fluency: A Communications Impasse," by Jan A. Guffin, "Composition: Task Competencies" by Charles K. Stallard, "Drama and Experimental Teaching" by Jane Schisgall, "Language Disabilities" by Blanche Hope Smith, "Syntactic Symmetry: Balance on the English Sentence" by Donald Nemanich, "Games Pupils Play," by Julia L. Shields, and "Great English Teaching Ideas" by Robert C. Small, Jr.(LL) U S DEPARTMENT OF HEALTH. VOLUME =II NUMBER 2 WINTER1973 EDUCATION & WELFARE NATIONAL INSTITUTE OF EDUCATION THIS DOCUMENT HAS BEEN REPRO DUCED EXACTLY AS RECEIVED FROM THE PERSON OR ORGANIZATION ORIGIN ATING IT POINTS OF VIEW OR OPINIONS STATED DO NOT NECESSARILY REPRE SENT OFFICIAL NATIONAL INSTITUTE OF EDUCATION POSITION OR POLICY Virginia English $ Bullerin "PERMISSION TO REPRODUCE THIS COPY- RIGHTED MATERIAL HAS BEEN GRANTED BY VIRGINIA ASSOCIATION OF TEACHERS OF ENGLISH Virginia Association o Teachers of English TO ERIC AND ORGANIZATIONS OPERATING UNDER AGREEMENTS WITH THE NATIONAL IN- STITUTE OF EDUCATION. -
Advanced-Game-Design-With-Html5
www.allitebooks.com For your convenience Apress has placed some of the front matter material after the index. Please use the Bookmarks and Contents at a Glance links to access them. www.allitebooks.com Contents at a Glance About the Author .....................................................................................................xv About the Technical Reviewers .............................................................................xvii Acknowledgments ..................................................................................................xix Introduction ............................................................................................................xxi ■ Chapter 1: Level Up! .............................................................................................. 1 ■ Chapter 2: The Canvas Drawing API .................................................................... 59 ■ Chapter 3: Working with Game Assets ................................................................ 93 ■ Chapter 4: Making Sprites and a Scene Graph .................................................. 111 ■ Chapter 5: Making Things Move ........................................................................ 165 ■ Chapter 6: Interactivity ...................................................................................... 189 ■ Chapter 7: Collision Detection ........................................................................... 239 ■ Chapter 8: Juice It Up ....................................................................................... -
THE NATIONAL ACADEMY of TELEVISION ARTS & SCIENCES ANNOUNCES the 42Nd ANNUAL DAYTIME EMMY® AWARD NOMINATIONS
THE NATIONAL ACADEMY OF TELEVISION ARTS & SCIENCES ANNOUNCES The 42nd ANNUAL DAYTIME EMMY® AWARD NOMINATIONS Live Television Broadcast Airing Exclusively on Pop Sunday, April 26 at 8:00 p.m. EDT/5:00 p.m. PDT Daytime Creative Arts Emmy® Awards Gala on April 24th To be held at the Universal Hilton Individual Achievement in Animation Honorees Announced New York – March 31st, 2015 – The National Academy of Television Arts & Sciences (NATAS) today announced the nominees for the 42nd Annual Daytime Emmy® Awards. The awards ceremony will be televised live on Pop at 8:00 p.m. EDT/5:00 p.m. PDT from the Warner Bros. Studios in Burbank, CA. “This year’s Daytime Emmy Awards is shaping up to be one of our most memorable events in our forty-two year history,” said Bob Mauro, President, NATAS. “With a record number of entries this year, some 350 nominees, the glamour of the historic Warner Bros. Studios lot and the live broadcast on the new Pop network, this year promises to have more ‘red carpet’ then at any other time in our storied-past!” “This year’s Daytime Emmy Awards promises a cornucopia of thrills and surprises,” said David Michaels, Senior Vice President, Daytime. “The broadcast on Pop at the iconic Warner Bros. Studios honoring not only the best in daytime television but the incomparable, indefatigable, Betty White, will be an event like nothing we’ve ever done before. Add Alex Trebek and Florence Henderson as our hosts for The Daytime Creative Arts Emmy Awards at the Universal Hilton with Producer/Director Michael Gargiulo as our crafts lifetime achievement honoree and it will be two galas the community will remember for a long time!” In addition to our esteemed nominees, the following six individuals were chosen from over 130 entries by a live, juried panel in Los Angeles and will be awarded 1 the prestigious Emmy Award at our Daytime Creative Arts Emmy Awards on April 24, 2015. -
General MIDI 2 February 6, 2007
General MIDI 2 February 6, 2007 Version 1.2a Including PAN Formula, MIDI Tuning Changes and Mod Depth Range Recommendation Published By: The MIDI Manufacturers Association Los Angeles, CA PREFACE Abstract: General MIDI 2 is a group of extensions made to General MIDI (Level 1) allowing for expanded standardized control of MIDI devices. This increased functionality includes extended sounds sets and additional performance and control parameters. New MIDI Messages: Numerous new MIDI messages were defined specifically to support the desired performance features of General MIDI 2. The message syntax and details are published in the Complete MIDI 1.0 Detailed Specification version 1999 (and later): MIDI Tuning Bank/Dump Extensions (C/A-020) Scale/Octave Tuning (C/A-021) Controller Destination Setting (C/A-022) Key-Based Instrument Controll SysEx Messages (C/A-023) Global Parameter Control SysEx Message (C/A-024) Master Fine/Course Tuning SysEx Messages (C/A-025) Modulation Depth Range RPN (C/A-026) General MIDI 2 Message: Universal Non-Realtime System Exclusive sub-ID #2 under General MIDI sub-ID #1 is reserved for General MIDI 2 system messages (see page 21 herein). Changes from version 1.0 to version 1.1: o Section 3.3.5: changed PAN formula per RP-036 o Section 4.7: Added new recommendations per RP-037 Changes from version 1.1 to version 1.2: o Section 3.4.4: added recommendation for Mod Depth Range Response per RP-045 o V 1.2a is reformatted for PDF distribution General MIDI 2 Specification (Recommended Practice) RP-024 (incorporating changes per RP-036, RP-037, and RP-045) Copyright ©1999, 2003, and 2007 MIDI Manufacturers Association Incorporated ALL RIGHTS RESERVED. -
Music Video Games in Live Performance
Music Video Games in Live Performance: Catachresis or an emergent approach? Francisco Bernardo Research Centre for Science and Technology of the Arts (C.I.T.A.R.) Catholic University of Portugal, R. Diogo Botelho, 1327, 4169-005 Porto, Portugal [email protected] ABSTRACT broadly accessible. And games have been embraced by a This paper argues that music video games, given the public that has otherwise been unimpressed by much of characteristics of the genre, may constitute an alternative what passes for digital art’ [7]. and viable approach to music and audiovisual performance. In ‘Digital Art’, Christiane Paul provides a survey of digital Building on a music performance in 2013, in which the art from its inception in the 1980s until the present. author participated and used a video game as a musical According to the author, digital art is a genre that instrument, we analyze some of the aspects that have encompasses artistic works and practices that use digital emerged and support our argument. We contextualize video technology as part of the creative process, and/or as the games within new media art and provide a brief analysis of presentation medium, being “placed under the larger the music video game genre. We also identify some of the umbrella term ‘new media art’” [13]. New media art is in latest research efforts concerning conceptual and technical turn a general term that refers to artwork forms like film, approaches, design features and frameworks that may assist video, sound art and their hybrids, and that differentiates the analysis and development of music video games from cultural objects deriving from the traditional visual suitable for performance. -
ELECTRONIC ARTS INC. (Exact Name of Registrant As Speciñed in Its Charter)
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 10-K ≤ ANNUAL REPORT PURSUANT TO SECTION 13 OR 15 (d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the Ñscal year ended March 31, 2003 OR n TRANSITION REPORT PURSUANT TO SECTION 13 OR 15 (d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 0-17948 ELECTRONIC ARTS INC. (Exact name of Registrant as speciÑed in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) IdentiÑcation No.) 209 Redwood Shores Parkway Redwood City, California 94065 (Address of principal executive oÇces) (Zip Code) Registrant's telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: None Securities registered pursuant to Section 12(g) of the Act: Class A Common Stock, $.01 par value (Title of class) Indicate by check mark whether the Registrant (1) has Ñled all reports required to be Ñled by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the Registrant was required to Ñle such reports), and (2) has been subject to such Ñling requirements for the past 90 days. YES ≤ NO n Indicate by check mark if disclosure of delinquent Ñlers pursuant to Item 405 of Regulation S-K is not contained herein, and will not be contained, to the best of registrant's knowledge, in deÑnitive proxy or information statements incorporated by reference in Part III of this Form 10-K or any amendment to this Form 10-K.