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Bridgett, R., & Paul, L. J. (2006). Establishing an aesthetic in next generation sound design. Gamasutra, Retrieved June 18, 2008, from https://www.gamasutra.c ... _aesthetic_in_next_.php   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 07/07/2021, 09:26
Paul, L. J. (2003). Audio prototyping with pure data. Gamasutra, Retrieved September 15, 2003, from http://www.gamasutra.co ... /20030528/paul_01.shtml    
Added by: Mark Grimshaw-Aagaard 17/09/2004, 09:30
"Like film and television, game-audio contains music, speech and sound effects. But games also require interactivity and real-time effects applied to the audio. When this occurs, game audio moves further away from its roots in linear media."
Paul, L. J. 2003, March 6–8, Game audio: Coding vs. aesthetics. Unpublished paper presented at Game Developers' Conference.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 19/06/2008, 09:05
Paul, L. J. (2007). Video game audio prototyping with pure data. Retrieved June 18, 2008, from http://www.sfu.ca/~leon ... PureData-LPaul-2007.pdf   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 18/06/2008, 11:30
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