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Topic: Audio game


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In the News (Sun 6 Dec 09)

  
  Audio game - Wikipedia, the free encyclopedia
Audio games originally started out as 'blind accessible'-games and were developed mostly by amateurs and blind programmers.
Most audio games run on a computer platform, although there are a few audiogames for handhelds and video game consoles.
Up until now, game challenges have been presented using dice, cards, boards, balls, a computer monitor, etc. Audio games expand this range with presenting a challenge in sound.
en.wikipedia.org /wiki/Audiogame   (575 words)

  
 Computer and video game music - Wikipedia, the free encyclopedia
Arcade games in the 1970s often contained music of some sort, but it was typically monotonous and so indistinct that it was easily dismissed and parodied.
Previous game systems and home computers had for the most part continued the beeps and boops of early arcade games (except for the Magnavox Odyssey, which was silent).
Games for the PC such as Republic: The Revolution (music composed by James Hannigan) and Command and Conquer: Generals (music composed by William Brown) have utilised sophisticated systems governing the flow of incidental music by stringing together short phrases based on the action on screen and the player's most recent choices.
en.wikipedia.org /wiki/Video_game_music   (5335 words)

  
 Armchair Arcade: Article / The Rise and Fall of Game Audio
The problem with modern game audio (and, as some would argue, the problem with modern games in general) is the same as the problem with modern films: The medium has evolved, the art, arguably, has not.
Game audio composers like Hubbard and Tanaka were able to produce such excellent and well-suited computer and game audio because they were excellent at writing code for computers as well as human performers.
Still, if the cost of making a living in game and computer audio is that composers restrain their artistic impulses for the sake of a marketing analyst’s report, it is probably best that we have no game and computer audio at all.
www.armchairarcade.com /aamain/content.php?article.48   (11565 words)

  
 Gamasutra - Features
Audio Gallery: Rom Di Prisco [04.05.04] Rom is a classicly trained musician (Royal Conservatory of Music), and has composed for both film and tv, but his heart is squarely on the game industry--best illustrated by his collection of 15 game consoles and 500 games.
Audio Gallery: Michael Pummell [01.06.04] Michael Pummel started writing music at the age of seven, then naturally spent time touring with bands in high school and college, and has composed for everything from TV commercials to documentaries, but has found creating music for games to be the most enjoyable and rewarding.
Audio for Mobile Devices by Martin Wilde [05.29.03] Over the past few years, many advances have been made in audio for console and PC games, for good reason: the hardware is evolving quickly and now supports impressive audio capabilities.
www.gamasutra.com /php-bin/article_display.php?category=1   (6322 words)

  
 Game Audio Network Guild Partnership Program Focused on Game Audio Community - GameDev.Net Discussion Forums
Game Developers Conference 2006, San Jose, CA — March 23, 2006 — The Game Audio Network Guild, a non-profit group dedicated to the advancement of interactive audio, today announced a new Partnership Program focused on growing the global Game Audio Community with beneficial professional development activities that occur year-round.
G.A.N.G.’s ongoing commitment to the expansion and advancement of all areas of interactive audio is reflected in the establishment of this ground-breaking endeavor.
About G.A.N.G. The Game Audio Network Guild (G.A.N.G.) is a non-profit organization established to educate the masses in regards to interactive audio by providing information, instruction, resources, guidance and enlightenment not only to its members, but to content providers and listeners throughout the world.
www.gamedev.net /community/forums/topic.asp?topic_id=382942   (636 words)

  
 Analog Devices : SoundMAX : Products - FAQ - About Software - Game Audio Technology FAQs   (Site not responding. Last check: 2007-11-03)
Historically, game audio has been implemented as an afterthought, done at the last minute with the smallest of budgets.
Game sounds have consisted primarily of highly compressed low-quality samples which are constantly repeated.
These technologies are applied to upcoming games through the developer's use of a complete software development toolkit for rendering hyper-realistic sounds based on real-world or imagined events in games for the PC platform, as well as for Microsoft® Xbox™ and the Sony® PlayStation® 2.
www.soundmax.com /products/faqs/SMAXfaq21ch3.html   (500 words)

  
 Audio Director Heather Sowards Talks About the Sound Design of EverQuest II - PC News
We felt like the rest of the game had such a grand cinematic feel to it, that there was no reason the audio shouldn't be at that level as well.
You need to pick the elements in the game that are going to create the illusion you want to build for the player and what sounds are important to alert the player to key game play information.
I would say that the scope of the audio in general on this game is such a huge undertaking, that we will be very proud of it once we have finished and delivered it.
pc.gamezone.com /news/08_02_04_10_57AM.htm   (1167 words)

  
 Comments on 5.1 Audio, Game 3D Audio and OpenAL on the Mac
AC3 or movie surround sound (there are other formats too, but let's keep it simple), is audio that has been encoded on a disc that needs a decoding device like a 5.1 Live/Audigy to decode, or a set of speakers that has a decoder built in to play back.
Game 3D audio is generated by a set of mathematical equations in real time to make an event happen from a certain direction.
I think the game makers are going to wait to see what happens to the market, but I would guess it would be a relatively simple patch to add OpenAL back in.
www.xlr8yourmac.com /audio/mac_ac3_openal_audio.html   (1474 words)

  
 CRM - Game Audio Programming
Game Audio Programming is an excellent resource for audio developers wishing to go the extra mile in their implementations for games."
Written for C++ programmers implementing an audio system for an entertainment or multimedia title, this practical reference covers a wide range of topics relevant to today’s audio programmers, including DirectX Audio, audio decompression libraries, hardware filters and effects, geometric representation of world data for effects, occlusion and obstruction, and more.
In addition, a full-featured, documented, and internally commented game audio programming (GAP) library is referenced throughout the book to explain various concepts.
www.charlesriver.com /titles/gameaudio.html   (500 words)

  
 The Interactive Audio Game Project
The prototype game that has been developed to prove the concept, has four main areas based on the four elements earth, wind, water and fire.
The object of the game is to explore the elements and find the character in each area that has one of the four keys.
This visulation of a possible interactive audio game console allows single left or right handed control, has interchangeable credit card game cartidges, is totally mobile and can be played anywhere from the bed to the bus to the classroom with a set of standard stereo earphones.
www.audiogame.com   (457 words)

  
 Audio Concentration/Memory Games for ESL Students (Flash 6)   (Site not responding. Last check: 2007-11-03)
Game 1: bit bite boot bought but bait bat bet beat boat Burt Bart
Game 2: be me see he she ski tea we tree me fee key
These games are an adaptation of William Warby's Matching Pairs Card Game.
www.manythings.org /ac   (170 words)

  
 Game Audio Ltd.
Game Audio is working closely with a major US publisher on several interactive MIDI projects.
Game Audio is the leading provider of music, sound effects and synchronised audio post-production for FMV, utilising the movie industry standard audio tool, Pro Tools HD.
Game Audio is a registered audio developer for Sony and Microsoft.
www.gameaudio.com   (224 words)

  
 Demor: location based 3d audio game
This highly innovative game was developed by a multi-disciplinary team of seven EMMA-students for the Bartimeus Institute for the Blind.
Demor does not only focus on the entertainment aspect of computer gaming, but also attempts to contribute to the emancipation of the blind and visually impaired people in order to enhance their integration with the ‘sighted’ world.
It is a proof of concept developed on the basis of theoretical and practical research.
student-kmt.hku.nl /~g7/site/index_.html   (123 words)

  
 IASIG - Game Audio Education Working Group Home   (Site not responding. Last check: 2007-11-03)
The Game Audio Education Working Group objective is to identify and promote educational resources for game audio.
In addition, the web site will be a resource for the existing game audio community to find information, discover methods, and share techniques used in the industry.
Game audio requires a myriad of specialized audio skills.
www.iasig.org /wg/eduwg/eduwg.shtml   (436 words)

  
 Amazon.com: Ender's Game (Fantastic Audio): Books: Orson Scott Card,Stefan Rudnicki,Gabrielle De Cuir,David Birney   (Site not responding. Last check: 2007-11-03)
The plot is enthralling, the characters are complex and realistic, and the descriptions of the battleroom fill your head with fantastic images that make you wish your school had been like this, without the burden of saving humanity.
I know Ender's Game is a very well-loved book, and in expressing my opinion, I'm not trying to anger anyone, but am just trying to say what I feel.
Ender's Game takes place in the future where the world is in fear of the return of an alien race, the Buggers, which attacked seventy years ago.
www.amazon.com /exec/obidos/tg/detail/-/1574535145?v=glance   (2748 words)

  
 Analog Devices : SoundMAX : News - SoundMAX Game Audio Technologies Adopted by Moto 1 for New Game Title NHRA Pro Stock ...   (Site not responding. Last check: 2007-11-03)
Featuring game audio technologies that generate interactive, event-driven sounds in response to game physics, environmental variables and user input, SoundMAX brings hyper-realistic sound to a simulation game dedicated to the sport of professional stock car drag racing.
Analog Devices also announced that NHRA ProStock Cars and Trucks is the first PC game title to be shipped with SoundMAX-brand audio, a move designed to inform game players that they are purchasing a title that will provide the most immersive audio experience available.
Now shipping on one out of every two PCs from major PC OEMs, the SoundMAX PC audio subsystem is a low-cost integrated hardware/software digital audio solution that provides functionality equivalent to that of a premium sound card's while residing directly on the PC's motherboard in a tiny hardware footprint.
www.soundmax.com /news/pressReleases/200105150SM.html   (656 words)

  
 The Future of Game Audio
Game music guru Tim Larkin shares his thoughts on where game audio is going, from the impact of music licensing, to the opportunities offered by next generation platforms
As the audio director for Cyan as well as servicing several outside contracts, Tim Larkin has had experience in creating soundtracks and audio design for a variety of projects.
In a Myst game for example, there's so many places where it has to be unique and original because it's scored to the game similar to how you would do a film, and licensing doesn't make sense.
www.businessweek.com /innovate/content/oct2005/id20051027_133845.htm   (663 words)

  
 Gamasutra - Features
Consumers are becoming increasingly aware of the potential for audio in games, and in the near future (if not already), excellence in this area cannot continue to be put aside due to the production demands of other in-game components.
GDC from an Audio Guy's Perspective: Audio Track Wrap-Up by Aaron Marks [03.16.00] As the official ears of this year's Game Developers Conference, Aaron Marks took his place in game history as the obnoxious (but sometimes loveable) sound guy aimlessly wandering the show floor poking his nose into everyone's business.
Designing Interactive Audio Content To-Picture by Andrew Clark [12.20.99] In the television and film industries, sound designers are able to monitor final visual cues from within their design environment while creating and mixing audio content.
www.gamasutra.com /features/index_sound_and_music.htm   (1960 words)

  
 Free audio download: download audio game   (Site not responding. Last check: 2007-11-03)
Both are games of accumulating points from melding cards and winning tricks with the object of reaching the game target before your opponent.
Canasta has a rich user interface with many customizable visual, audio, and game options Canasta is a game of taking and melding cards with the object of scoring more points than your opponent.
Rummy 500 has a rich user interface with many customizable visual, audio, and game options Rummy 500 is a game of taking and melding cards with the object of scoring more points than your opponent.
www.gamealbum.com /keyword/audio   (994 words)

  
 Audio, Books, Shopping and Publications Directory @ LaunchBase.net (Launch Base) (via CobWeb/3.1 pl1.cs.utk.edu)   (Site not responding. Last check: 2007-11-03)
Audio Books on Compact Disc - Audiobooks and spoken word recordings on CD format.
From Terror in Berlin to Freedom in America - Elsa fabig's story of a mother's escape from Germany, during WWII; produced by her son.
Scholarly Audio - Bestselling nonfiction audiobooks by leading scholars and experts.
www.launchbase.net.cob-web.org:8888 /dir/Shopping/Publications/Books/Audio   (301 words)

  
 O'Reilly -- Julian Kwasneski: Inside Game Audio
I've been producing all the voiceover, sound, and music for the game, and the U.S. Army is officially involved with approving and shaping the audio and dialogue with us.
Because this game is so realistic, it actually has a way of weeding out people who aren't really the best candidates to enlist.
JK: Let's face it: The gaming world in general is always getting a lot of criticism for violence and potentially inciting violence.
digitalmedia.oreilly.com /2005/09/21/bas-kwasneski-game-audio.html   (940 words)

  
 Major League Baseball : Postseason : Division Series Audio
Pedro gives his thoughts on starting a Game 2 vs. his more traditional role as the Game 1 starter.
Game 1 winner Curt Schilling talks about his first postseason start for the Red Sox.
Boston's Game 1 starter talks about the challenge of opening the playoffs.
boston.redsox.mlb.com /NASApp/mlb/mlb/ps/y2004/audio.jsp?view=bos_ana   (539 words)

  
 Audio and Recreation Directory @ LocalColorArt.com (Local Color Art) (via CobWeb/3.1 planetlab1.isi.jhu.edu)   (Site not responding. Last check: 2007-11-03)
Audioed Resources Site - Offers educational resources for the International sound recording community.
NASG naim audio - Short guide to naim audio including overview, history and gallery.
Useful Audio Potpourri, A - Focuses on indoor FM antenna design and a Hafler circuit for surround sound.
www.localcolorart.com.cob-web.org:8888 /dir/Recreation/Audio   (465 words)

  
 About GAP   (Site not responding. Last check: 2007-11-03)
Game oriented playlist: options for loading/saving playlists so that they can be used on systems with different CD drive letters
To implement this all you need is to make the source filter capable of reading data from the game resource files (and, of course, you should supply a convenient GUI and file scanning capabilities).
The creators of the supported games ARE NOT RESPONSIBLE for this software and they should not be contacted in case of any problems related to this software.
bim.km.ru /gap/view.asp?id={039D5BBB-8B77-4930-8859-1C48806E663C}   (975 words)

  
 New Virtual Audio Computer Game for the Blind   (Site not responding. Last check: 2007-11-03)
Good computer games that blind people can play are few and far between.
You can order the game online through the Internet by pointing your browser to http://www.bavisoft.com or contact Bavisoft directly at Bavisoft, P.O. Box #8, Dewitt, New York 13214.
E-mail help@bavisoft.com  for general questions or game help, support@bavisoft.com  for technical support, or sales@bavisoft.com for sales information.
www.nfb.org /BM/BM00/bm0011/bm001117.htm   (533 words)

  
 :: Pacific Audio Visual Institute :: Who We Are
We provide both the technical and business skills required to embark on a successful career in the highly competitive fields of the music industry, film industry, game design industry, broadcast and the entertainment industry.
The school puts students in our world-class commercial recording studios with instructors and audio engineers who have active professional careers in the music industry.
Students work individually and in teams learning both the technical and creative and the project planning and management skills required to produce a modern computer game from start to finish.
www.pacificav.com   (380 words)

  
 Game Engine Anatomy 101
What's in store is a deep, multi-part guided tour of the guts of game engines, with a particular focus on the Quake engines, since Raven Software (the company where I worked recently) has built several titles, Soldier of Fortune most notably, based on the Quake engine.
The game part would be all the content (models, animations, sounds, AI, and physics) which are called 'assets', and the code required specifically to make that game work, like the AI, or how the controls work.
For those that have ever glanced at Quake's game structure, the engine would be the Quake.exe, and the game side would be the QAGame.dll and CGame.dll.
www.extremetech.com /article2/0,3973,594,00.asp   (749 words)

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