Book
Computer-Spiel-Welten (München: Sequenzia, 2002)
»T]he ‘pong’ sound of the collision detection seems like a reward for the right answer in a responsible game, and its steady recurrence makes audible the functioning of this ball game and thus couples man and game to the beat of a shared internal clock.«
»[T]he archetypal example of adaptive audio is the sound of a car engine in a racing game—when the user steps on the gas, the effect must change to reflect the engine’s changing RPM (revolutions per minute). This type of sound adds a unique extra dimension to the challenge of game sound design. Whereas an engine sound for a linear AV medium only has to fit with two contexts (the visual and the mix), an adaptive engine sound must also respond dynamically to pseudo-random user input events.«
@book{Pias.2002, author = {Pias, Claus}, year = {2002}, title = {Computer-Spiel-Welten}, price = {EUR 25.00}, keywords = {Computerspiel;Computersimulation}, address = {M\"{u}nchen}, publisher = {Sequenzia}, isbn = {3936488096} }
People, Socialbodies
No people or socialbodies linked yet.