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Displaying 1 - 5  of 5 (Bibliography: WIKINDX Master Bibliography)
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Farnell, A. J. (2006). Sound synthesis for games. Retrieved December 20, 2007, from http://www.obiwannabe.c ... thetic-games-sound.html   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 12/20/07, 6:09 AM
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   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 12/20/07, 6:10 AM
Farnell, A. 2007, September 28–29, Synthetic game audio with puredata. Paper presented at Audio Mostly 2007, Röntgenbau, Ilmenau.   
Added by: Mark Grimshaw-Aagaard 5/7/08, 12:19 PM
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.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 1/22/08, 4:03 AM
Yuille, J. Smearing discontinuity: In-game sound. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne.   
Added by: Mark Grimshaw-Aagaard 12/14/04, 9:43 PM
WIKINDX 6.11.0 | Total resources: 1332 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)