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[Feature] The latest developments in the field of game audio and music composition were discussed in a series of workshops held at the AES 127th Convention in New York. Approaches to making more dramatic music and sound effects were discussed by experts from different parts of the game audio industry. Considerable attention was also paid to the issue of interactive music creation, whereby some 60–90 minutes of music has to be made to serve for perhaps tens of hours of interesting game play, using layers and dynamic mixing techniques. The composer’s task is made more difficult by the limited availability of information and examples about the game for which he may have to write appropriate music, which leads to a need for greater involvement in the team process of game creation.
Author:
Rumsey, Francis
JAES Volume 58 Issue 4 pp. 332-335; April 2010
Publication Date:
May 5, 2010
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Matías Moreno |
Comment posted June 14, 2010 @ 17:42:35 UTC
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Greetings all, I am delighted with this topic because I love videogames. I have
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Andrew W. Hollis |
Comment posted July 30, 2010 @ 16:10:09 UTC
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Game audio career options fall in roughly two categories: audio programmers and sound designers.
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David Aragon |
Comment posted October 23, 2010 @ 15:21:05 UTC
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Mr. Moreno's question "...do you think that 8-bit sound techniques have become obsolete?" prompts me to say that I think the nature of the work has bifurcated since the old (pre-SoundBlaster) days. For "real" game platforms such as PCs, yes, higher-resolution sound interfaces are now ubiquitous, and the challenges have shifted towards the artistic and collaborative aspects of the game design described in the article.
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