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Added by: Mark Grimshaw-Aagaard 1/28/08, 3:33 PM |
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Boyd, A. (2003). When worlds collide: Sound and music in films and games. Gamasutra, Retrieved September 6, 2004, from http://www.gamasutra.co ... /20030204/boyd_01.shtml |
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Bridgett, R. (2007). Audio postmortem: Scarface: The world is yours. Gamasutra, Retrieved January 8, 2009, from https://www.gamasutra.c ... ortem_scarface_the_.php |
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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 |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 7/7/21, 9:26 AM |
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Bross, M. (1997). Effective music for games and multimedia. Gamasutra, 1 Retrieved September 6, 2004, from http://www.gamasutra.co ... 497/effective_music.htm |
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Bross, M. (1997). Powerful audio tips for game and multimedia developers. Gamasutra, Retrieved September 6, 2004, from http://www.gamasutra.co ... ./103197/audio_tips.htm |
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Added by: Mark Grimshaw-Aagaard 9/6/04, 5:50 PM |
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Dion, L. P. (2017). Game design deep dive: Dynamic audio in destructible levels in Rainbow Six: Siege. Gamasutra, Retrieved July 7, 2021, from https://www.gamasutra.c ... n_Rainbow_Six_Siege.php |
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Added by: Mark Grimshaw-Aagaard 7/7/21, 9:12 AM |
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Granner, C. (1999). Tales from the trenches of coin-op audio. Gamasutra, Retrieved February 20, 2022, from https://web.archive.org ... 19991118/Granner_01.htm |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 2/20/22, 9:00 AM |
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Guy, W. (2003). Design with music in mind: A guide to adaptive audio for game designers. Gamasutra, Retrieved September 19, 2004, from http://www.gamasutra.co ... 030528/whitmore_pfv.htm |
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Added by: Mark Grimshaw-Aagaard 9/19/04, 11:13 AM |
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Huiberts, S., & van Tol, R. (2008). IEZA: A framework for game audio. Gamasutra, Retrieved January 24, 2008, from http://www.gamasutra.co ... work_for_game_audio.php |
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Added by: Mark Grimshaw-Aagaard 1/24/08, 12:25 PM |
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McCaren, T., & Goellner, V. (2019). Behind the audio of Total War: Three Kingdoms. Gamasutra, Retrieved July 7, 2021, from https://www.gamasutra.c ... _War_Three_Kingdoms.php |
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Added by: Mark Grimshaw-Aagaard 7/7/21, 9:06 AM |
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Paul, L. J. (2003). Audio prototyping with pure data. Gamasutra, Retrieved September 15, 2003, from http://www.gamasutra.co ... /20030528/paul_01.shtml |
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Added by: Mark Grimshaw-Aagaard 9/17/04, 9:30 AM |
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Tsingos, N., Gallo, E., & Drettakis, G. (2003). Breaking the 64 spatialized sources barrier. Gamasutra, Retrieved September 19, 2004, from http://www.gamasutra.co ... 0030528/tsingos_pfv.htm |
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Added by: Mark Grimshaw-Aagaard 9/19/04, 11:10 AM |
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Zizza, K. (2000). Your audio design document: Important items to consider in audio design, production, and support. Gamasutra, Retrieved September 18, 2003, from http://www.gamasutra.co ... s/20000726/zizza_01.htm |
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Added by: Mark Grimshaw-Aagaard 9/19/04, 11:25 AM |
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