Video game music implementation techniques [videorecording] / presented by the Video Game Music Club.
- 1 copy at Berklee College of Music.
0 current holds with 1 total copy.
|Location||Call Number / Copy Notes||Barcode||Shelving Location||Holdable?||Status||Due Date|
|College Archives||DVD 4434||37684001057564||Annex -- By Appointment||Not holdable||Available||-|
- Physical Description: 1 videodisc : sd., col. ; 4 3/4 in.
- Publisher: [Boston, Mass.] : Berklee College of Music, 
|General Note:|| Title from container.
|Participant or Performer Note:|| Berklee's Video Game Music Club members.
|Date/Time and Place of an Event Note:|| Recorded at the Media Lab, Learning Center at Berklee College of Music, Boston, Mass., on Tues., Apr. 21, 2009 at 6:00 p.m.
|Summary, etc.:|| Javier Zuniga and Nazer Lagrimas of the Video Game Music Club look at implementing music and sound effects into a video game engine. Javier gives an intro into implementation, showing the program Audio Overload and its ability to play back and isolate different channels of the game audio. Nazer describes Middleware, the history of game engine coding becoming more sophisticated with programs like Wwise and F-mod.
|System Details Note:|| DVD.
Search for related items by subject
Video game music >
Production and direction.
Digital audio editors > Instruction and study. >
Video games > Sound effects