Access the full text.
Sign up today, get DeepDyve free for 14 days.
In the more than 30 years since computer games have become part of our cultureâs furniture, the goal for most users and manufacturers has been to create an immersive state in the player. Sound has played a part in this process throughout, and with the increase of memory and capacity of hardware/software platforms, is now able to simulate the complex acoustic world of feature ï¬lms. In a signiï¬cant number of games, especially those which are action based, the aim is to duplicate the hyper-reality of the war ï¬lm. This article explores the ethos of one manufacturer, DICE, through an interview with one of its Audio Directors, Ben Minto. It explores how DICE approaches sound, in particular within the War games genre. I am one of that generation who experienced the arrival of personal computers as an adult. Hard to imagine, but there was a time when most daily tasks were done without the aid of a computer, including the writing of articles, books and such. Domestic game playing (non-psychological) was primarily undertaken via cards or board games. The ï¬rst computerbased games, which arrived in the mid 1970s (and conï¬ned at ï¬rst to large The New Soundtrack 1.1 (2011):
The New Soundtrack – Edinburgh University Press
Published: Mar 1, 2011
Read and print from thousands of top scholarly journals.
Already have an account? Log in
Bookmark this article. You can see your Bookmarks on your DeepDyve Library.
To save an article, log in first, or sign up for a DeepDyve account if you don’t already have one.
Copy and paste the desired citation format or use the link below to download a file formatted for EndNote
Access the full text.
Sign up today, get DeepDyve free for 14 days.
All DeepDyve websites use cookies to improve your online experience. They were placed on your computer when you launched this website. You can change your cookie settings through your browser.