Farnell, A. J. (2006). Sound synthesis for games. Retrieved December 20, 2007, from http://www.obiwannabe.c ... thetic-games-sound.html |
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Last edited by: Mark Grimshaw-Aagaard 20/12/2007, 06:09 |
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Farnell, A. J. (2007). An introduction to procedural audio and its application in computer games. Retrieved December 20, 2007, from http://www.obiwannabe.c ... c-audio/proc-audio.html |
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Last edited by: Mark Grimshaw-Aagaard 20/12/2007, 06:10 |
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Farnell, A. 2007, September 28–29, Synthetic game audio with puredata. Paper presented at Audio Mostly 2007, Röntgenbau, Ilmenau. |
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Added by: Mark Grimshaw-Aagaard 07/05/2008, 12:19 |
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Raghuvanshi, N., Lauterbach, C., Chandak, A., Manocha, D., & Lin, M. C. (2007). Symphony: Realtime physically based sound synthesis for large environments. Communications of the ACM, 50(7), 66–73. |
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Last edited by: Mark Grimshaw-Aagaard 22/01/2008, 04:03 |
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Yuille, J. Smearing discontinuity: In-game sound. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne. |
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Added by: Mark Grimshaw-Aagaard 14/12/2004, 21:43 |
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