ABSTRACT
Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and theatrical events. Despite its importance to contemporary multi-media, this is the first book that provides a framework for understanding the history, issues and theories surrounding interactive audio. Karen Collins presents the work of academics, composers and sound programmers to introduce the topic from a variety of angles in order to provide a supplementary text for music and multimedia courses. The contributors cover practical and theoretical approaches, including historical perspectives, emerging theories, socio-cultural approaches to fandom, reception theory and case study analyses. The book offers a fresh perspective on media music, one that will complement film studies, but which will show the necessity of a unique approach when considering games music.
TABLE OF CONTENTS
part 1|34 pages
Industries and synergies
part 2|28 pages
Ringtones and mobile phones
part 3|51 pages
Instruments and interactions
part 4|25 pages
Techniques and technologies
part 5|38 pages
Audio and audience