Pixel Soundtracks


Book Description

Tim Summers provides an engaging introduction to video game music aimed at gamers, music enthusiasts, budding composers, music professionals, and anyone with an interest in the topic. Pixel Soundtracks explore a wide variety of topics, including: the history of game music sound technology and chip music interactive and generative music composition how game music tells stories, creates worlds & characters, and evokes emotions classical and pop music in games battle and boss music nostalgia, remakes, and fandom game music concerts and albums Summers dives deeply into twenty beloved games across the decades to illustrate crucial concepts. These games include Space Invaders, Super Mario Bros., BioShock Infinite, Dark Souls III, Kingdom Hearts, Final Fantasy, The Legend of Zelda, and more. The book is separated into five stages and a “final boss,” and sections build off each other into increasingly broader topics—starting with the specifics of computer chips and ending with questions of game music’s engagement with identity. The “final boss” brings together ideas presented throughout the book. Based on the latest research, this book will allow readers to better understand the fantastic experiences and meanings that arise when games and music fuse together.




Adobe Audition: Soundtracks for Digital Video


Book Description

A project-based book that deals with Adobe Audition (formerly Cool Edit Pro), included in the Adobe Video Collection, this guide explores creating soundtracks for digital video and demonstrates how to use the software to start recording, editing, and producing immediately. Examined are how to edit, mix, and add built-in effects to AVI soundtracks while watching movie playback, how to clean up poor quality audio with powerful noise reduction tools, and how to use sound effects such as sweetening and mixing. Recording engineers will learn how to customize Audition, record multitrack sessions, transform the multitrack mix into a stereo or surround-sound experience, edit audio files using sample-accurate tools, and mix up to 128 tracks of audio. Working with powerful DSP and analysis tools including DirectX effects is covered, as is importing audio (WAV) files from Adobe Audition into projects created with Adobe Premiere Pro or Adobe After Effects.




The Intersection of Animation, Video Games, and Music


Book Description

In both video games and animated films, worlds are constructed through a combination of animation, which defines what players see on the screen, and music and sound, which provide essential cues to action, emotion, and narrative. This book offers a rich exploration of the intersections between animation, video games, and music and sound, bringing together a range of multidisciplinary lenses. In fourteen chapters, the contributors consider similarities and differences in how music and sound structure video games and animation, as well as the animation within video games, and explore core topics of nostalgia, adaptation, gender and sexuality. Offering fresh insights into the aesthetic interplay of animation, video games, and sound, this volume provides a gateway into new areas of study that will be of interest to scholars and students across musicology, animation studies, game studies, and media studies more broadly.




Billboard


Book Description

In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.




The Routledge Companion to Music and Visual Culture


Book Description

As a coherent field of research, the field of music and visual culture has seen rapid growth in recent years. The Routledge Companion to Music and Visual Culture serves as the first comprehensive reference on the intersection between these two areas of study, an ideal introduction for those coming to the field for the first time as well as a useful source of information for seasoned researchers. This collection of over forty entries, from musicologists and art historians from the US and UK, delineate the key concepts in the field in five parts: Starting Points Methodologies Reciprocation – the musical in visual culture and the visual in musical culture Convergence –in metaphor, in conception, and in practice Hybrid Arts This reference work speaks to the important questions concerning this burgeoning field of research –what are the established approaches to studying musical and visual cultures side by side? What have been the major points of contact between these two areas and what kind of questions can this interdisciplinary research address moving forward? The Routledge Companion to Music and Visual Culture is an indispensable guide for anyone interested in the field of music and visual culture.




Retro Gaming 101


Book Description

In thousands and maybe even millions of homes, basements, and antics all around the world are boxes and boxes of old technology. Old phones that will never make another call, an old high school calculator with someone’s initials etched on it. While these old bits of tech are interesting, they are not what this book is about. This book is about that box containing the stuff your mum didn’t want to throw away when you moved out. The stuff you had spent hours, days, and months with. The once brand-new Nintendo Game Boy Advance and the twenty or so games you saved up and purchased. “It’s in the attic if you want it” your mum says, “I saw online those Game Boys and games are worth a bit now”. As you open the box you remember that you kept each game box and it’s all still there. Everything is in great condition. Mario Cart, Rayman Advance and even your favourite Pokémon Leaf Green Version. As you get home and set yourself up on the lounge with a coffee and your newly reclaimed box of goodies, you start to remember just how much fun this was. Thinking back to when you would lie on your bed for hours levelling up your newly evolved Pokémon and visiting Brock’s Gym. What a great time, even if your homework was left undone. In this book, I discuss Retro Gaming. What it is. Why it’s a thing and my journey and all the learning and fun I’ve had along the way.




CMJ New Music Report


Book Description

CMJ New Music Report is the primary source for exclusive charts of non-commercial and college radio airplay and independent and trend-forward retail sales. CMJ's trade publication, compiles playlists for college and non-commercial stations; often a prelude to larger success.




Billboard


Book Description

In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.




Billboard


Book Description

In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.




Ecofictions, Ecorealities, and Slow Violence in Latin America and the Latinx World


Book Description

Ecofictions, Ecorealities and Slow Violence in Latin America and the Latinx World brings together critical studies of Latin American and Latinx writing, film, visual, and performing arts to offer new perspectives on ecological violence. Building on Rob Nixon’s concept of "slow violence," the contributions to the volume explore processes of environmental destruction that are not immediately visible yet expand in time and space and transcend the limits of our experience. Authors consider these forms of destruction in relation to new material contexts of artistic creation, practices of activism, and cultural production in Latin American and Latinx worlds. Their critical contributions investigate how writers, cultural activists, filmmakers, and visual and performance artists across the region conceptualize, visualize, and document this invisible but far-reaching realm of violence that so tenaciously resists representation. The volume highlights the dense web of material relations in which all is enmeshed, and calls attention to a notion of agency that transcends the anthropocentric, engaging a cognition envisioned as embodied, collective, and relational. Ecofictions, Ecorealities and Slow Violence measures the breadth of creative imaginings and critical strategies from Latin America and Latinx contexts to enrich contemporary ecocritical studies in an era of heightened environmental vulnerability.