Techniques of video game music [videorecording] / presented by the Video Game Music Club.
- 1 of 1 copy available at Berklee College of Music.
0 current holds with 1 total copy.
|Location||Call Number / Copy Notes||Barcode||Shelving Location||Holdable?||Status||Due Date|
|Berklee Archives||DVD 4454||37684001057542||Archives -- By Appointment||Not holdable||Available||-|
- Physical Description: 1 videodisc : sd., col. ; 4 3/4 in.
- Publisher: [Boston, Mass.] : Berklee College of Music, 
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., Oct. 7, 2008 at 6:00 p.m.
In this part 3 of 3 forum series, topics covered include: introduction to implementation: what is it?, what does it do?, why do we need implementation?, what is middleware software? ; presentation of various in game situations which require adaptive audio (footage from actual games) ; brief overview of audio "middleware" solutions (Wwise, fmod, etc.) ; focus on Audiokinetic's Wwise engine: bringing audio into the program, linking events to audio and music, trying out the results.
|System Details Note:||
Search for related items by subject
|Subject:||Video game music > Instruction and study.
Video game music > Production and direction.