Sound Research WIKINDX

List Resources

Displaying 1 - 14 of 14 (Bibliography: WIKINDX Master Bibliography)
Parameters
Collection:  Gamasutra
Order by:

Ascending
Descending
Use all checked: 
Use all displayed: 
Use all in list: 
Bernstein, D. (1997). Creating an interactive audio environment. Gamasutra, Retrieved September 6, 2004, from http://www.gamasutra.co ... 971114/bernstein_01.htm  
Added by: sirfragalot 01/28/2008 03:33:46 PM
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  
Added by: sirfragalot 03/11/2006 11:23:44 AM
Bridgett, R. (2007). Audio postmortem: Scarface: The world is yours. Gamasutra, Retrieved January 8, 2009, from https://www.gamasutra.c ... ortem_scarface_the_.php  
Added by: sirfragalot 01/08/2009 10:47:24 AM
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  
Last edited by: sirfragalot 07/07/2021 09:26:27 AM
Bross, M. (1997). Effective music for games and multimedia. Gamasutra, 1 Retrieved September 6, 2004, from http://www.gamasutra.co ... 497/effective_music.htm  
Added by: sirfragalot 09/06/2004 05:53:16 PM
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  
Added by: sirfragalot 09/06/2004 05:50:46 PM
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  
Added by: sirfragalot 07/07/2021 09:12:04 AM
Granner, C. (1999). Tales from the trenches of coin-op audio. Gamasutra, Retrieved September 18, 2003, from http://www.extraball.co ... /chrisgranner/index.htm  
Last edited by: sirfragalot 04/23/2015 02:27:05 PM
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  
Added by: sirfragalot 09/19/2004 11:13:03 AM
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  
Added by: sirfragalot 01/24/2008 12:25:46 PM
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  
Added by: sirfragalot 07/07/2021 09:06:54 AM
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: sirfragalot 09/17/2004 09:30:29 AM
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  
Added by: sirfragalot 09/19/2004 11:10:50 AM
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  
Added by: sirfragalot 09/19/2004 11:25:07 AM
WIKINDX 6.4.12 | Total resources: 1102 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)


PHP execution time: 0.13556 s
SQL execution time: 0.02670 s
TPL rendering time: 0.00387 s
Total elapsed time: 0.16613 s
Peak memory usage: 8.9640 MB
Memory at close: 8.7978 MB
Database queries: 45