This volume provides a comprehensive introduction to foundational topics in sound design for interactive media, such as gaming and virtual reality; compositional techniques; new interfaces; sound spatialization; sonic cues and semiotics; performance and installations; music on the web; augmented reality applications; and sound producing software design.
The reader will gain a broad understanding of the key concepts and practices that define sound design for its use in computational media and design. The chapters are written by international authors from diverse backgrounds who provide multidisciplinary perspectives on sound in its interactive forms.
The volume is designed as a textbook for students and teachers, as a handbook for researchers in sound, design and media, and as a survey of key trends and ideas for practitioners interested in exploring the boundaries of their profession.
Table of Contents
Series Preface - Michael Filimowicz
Volume Introduction - Michael Filimowicz
1 Cinematic Sound Design for Players - Tom A. Garner
2 Aleatory Acoustics, Mechanics and Aesthetics: Game Sound Design With Audio Controllers and Their Interfaces - Sheldon Schiffer
3 Designing Game Audio Based on Avatar-Centred Subjectivity - Jonathan Weinel, Stuart Cunningham
4 Presence and Biofeedback in First-Person Perspective Computer Games: The Potential of Sound - Mark Grimshaw-Aagaard
5 Composed to Experience: The Cognitive Psychology of Interactive Music for Video Games - Hans-Peter Gasselseder
6 Interfaces for Sound Installation - Greg Corness, Kristin Carlson, Prophecy Sun
7 Sound Spatialization - Enda Bates, Brian Bridges, Adam Melvin
8 Thinking sound-motion objects - Rolf Inge Godøy
9 Climb! – a Composition Case Study: Actualising and Replicating Virtual Spaces in Classical Music Composition and Performance - Maria Kallionpää, Hans-Peter Gasselseder
10 Interactive Music on the Web - Sang Won Lee, Benjamin Taylor, Georg Essl
11 Auditory Cue Design - David McGookin
12 Soundscape Generation Systems - Miles Thorogood
13 Sound Effect Synthesis - David Moffat, Rod Selfridge, Joshua D. Reiss
14 Audio Augmented Reality For Interactive Soundwalks, Sound Art and Music Delivery - Dafna Naphtali, Richard Rodkin
15 Soundscape Online Databases State of the Art and Challenges - Miles Thorogood, Phiippe Pasquier
Michael Filimowicz, PhD, is Senior Lecturer in the School of Interactive Arts and Technology (SIAT) at Simon Fraser University and co-editor of The Soundtrack journal. He develops new forms of general-purpose multimodal and audiovisual display technology, exploring novel product lines across different application contexts including gaming, immersive exhibitions, control rooms, telepresence and simulation-based training. He has published across disciplines in journals such as Organised Sound, Arts and Humanities in Higher Education, Leonardo, Sound Effects, Parsons Journal for Information Mapping and Semiotica. His art has been exhibited internationally at venues such as SIGGRAPH, Re-New, Design Shanghai, ARTECH, Les Instants Vidéo, IDEAS, Kinsey Institute and Art Currents, and published in monographs such as Spotlight: 20 Years of the Biel/Bienne Festival of Photography, Reframing Photography and Infinite Instances. His personal website is http://filimowi.cz.
Featured Author Profiles
"A vital and vibrant contribution to the emerging area of sound studies! Held together with the thread of how we play with sound in art, web, games and other interactive media, Sound Design for Interactive Media combines theory and practice to explore the state of the art in interactive sound and music. With authors drawing on areas of psychology, philosophy, film studies, media theories, computer science and sound studies, the book invites the reader to explore sound as an increasingly important element in our interactive media. As we become increasingly immersed in our new interactive technological world, this book will serve as a guide for future researchers and practitioners interested in the contribution sound makes to our everyday experiences. Thought provoking and informative!" – Karen Collins, Associate Professor and Canada Research Chair in Interactive Audio, University of Waterloo
"A volume full of state-of-the-art information on sound design in the interactive media era. Excellently balanced between engineering and creative thinking it is a must-read reference for the modern sound designer and artist." – Dr. Andreas Floros, Professor - Audio Engineering and Technology, Ionian University, Greece
"A fundamental volume that covers all relevant production techniques, exemplified by specific works - ranging from cinematic aesthetics to game sound design, from spatialized sound, online sound, sound effects, to earcons, from soundscape design to sound installations. A truly indispensable manual to teach and to learn the design of interactive sound." – Holger Schulze, Author of The Sonic Persona (2018) and Sound Works (2019)
"This is an important collection for anyone thinking about or engaging with the field of interactive media, from sound and music in video games to installations and locative media. Each chapter provides a useful summary of current thought and goes beyond this to raise intriguing new questions. It’s going straight onto my ‘essential’ reading list." – Richard Stevens, Course Director, Leeds Beckett University and Co-Author of Game Audio Implementation (Routledge)