F. Rumsey, “Game Audio: Generative Music, Emotions, and Realism,” J. Audio Eng. Soc., vol. 63, no. 4, pp. 293–297, Apr. 2015.
Rumsey F. Game Audio: Generative Music, Emotions, and Realism. J Audio Eng Soc. 2015;63(4):293-297. Available from: https://aes.org/publications/elibrary-page/?id=17586
@article{Rumsey2015_17586,
author = {Rumsey, Francis},
title = {{Game Audio: Generative Music, Emotions, and Realism}},
journal = {Journal of the Audio Engineering Society},
volume = {63},
number = {4},
pages = {293--297},
year = {2015},
month = apr,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=17586}
}
TY - JOUR
TI - Game Audio: Generative Music, Emotions, and Realism
AU - Rumsey, Francis
T2 - Journal of the Audio Engineering Society
J2 - J. Audio Eng. Soc.
VL - 63
IS - 4
SP - 293
EP - 297
PY - 2015
DA - 2015/04/06
UR - https://aes.org/publications/elibrary-page/?id=17586
PB - Audio Engineering Society
LA - en
AB - [Feature] Music for games is going through a gradual transformation from “pre-cooked” to “cooked-on-the-fly.” There is still, though, something of a disconnection between the academic studies of the subject and real-world implementations in commercial systems. Music and audio manipulation can be used to communicate emotional mood and impact in games. Headphones are becoming increasingly important as a way of listening to games, requiring solutions to creating a convincing experience for the user.
ER -