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Preface | |
Introduction | |
Industries and Synergies | |
The new MTV? Electronic arts and 'playing' music | |
Marketing music through computer games: the case of Poets of the Fall and Max Payne 2 | |
Ringtones and Mobile Phones | |
Could ringtones be more annoying? | |
Indeterminate adaptive digital audio for games on mobiles | |
Instruments and Interactions | |
Theoretical approaches to composing dynamic music for video games | |
Realising groundbreaking adaptive music | |
The composition-instrument: emergence, improvisation, and interaction in games and new media | |
Techniques and Technologies | |
Dynamic range: subtlety and silence in video game sound | |
An introduction to granular synthesis in video games | |
Audio and Audience | |
Chip music: low-tech data music sharing | |
Left in the dark: playing computer games with the sound turned off | |
Music theory in music games | |
Selected annotated bibliography | |
Bibliography | |
Index | |
Table of Contents provided by Publisher. All Rights Reserved. |
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The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.