Computer-Spiel-Welten (München: Sequenzia, 2002)


»T]he ‘pong’ sound of the collision detection seems like a reward for the right answer in a responsible game, and its steady recurrence makes audible the functioning of this ball game and thus couples man and game to the beat of a shared internal clock.«
»[T]he archetypal example of adaptive audio is the sound of a car engine in a racing game—when the user steps on the gas, the effect must change to reflect the engine’s changing RPM (revolutions per minute). This type of sound adds a unique extra dimension to the challenge of game sound design. Whereas an engine sound for a linear AV medium only has to fit with two contexts (the visual and the mix), an adaptive engine sound must also respond dynamically to pseudo-random user input events.«

@book{Pias.2002,
 author = {Pias, Claus},
 year = {2002},
 title = {Computer-Spiel-Welten},
 price = {EUR 25.00},
 keywords = {Computerspiel;Computersimulation},
 address = {M\"{u}nchen},
 publisher = {Sequenzia},
 isbn = {3936488096}
}
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