Annotated Bibliography

1. COLLINS, K. Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design. (2008)

This is a very detailed book about the sounds and music in video games. In this book, Karen Collins discusses both sound design and music composition. This book gives a broad overview of the history, theory, and production practice of video game audio. Collins introduces readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. Digital interactive audio is the future of audio in media and most notable video games, but also web pages, theme parks, museums, art installations and theatrical events. This book also helps explain why games are different from film or other linear audio-visual media. It is very clearly written and presented with a great deal of graphic assistance such as waveforms, extracts from music scores, schematic diagrams etc.

2.VIERS, R. The sound effects bible (2008)

Sound, like image, must come from somewhere and the documentation of that is what this book is all about. Ric Viers manages to detail the technical aspects of an under appreciated craft and explains how a ‘sound effects’ expert approaches this work from a practical perspective. This book is very useful in many ways as the author speaks about everything that you may need to know about sound, from what is a sound effect, the science behind the sound, to what microphones to use depending on what you want to record. Moreover, Viers provides useful information about understanding the studio equipment and how to build a foley stage for a home studio. The book is helpful because it discusses tips and tricks that you can use for the best performance. The author provides information of different terminology with an easy way for the reader to understand.

3. KULEZIC-WILSON, D. ​Sound Design is the New Score​. Music, Sound, and the Moving Image, Vol.2 (2008)

Reading this article, the first thought that crossed my mind was ‘less is more’. The author discusses how music in films has lost its purpose in a way where it is used too much. At the same time, music is an important component of a movie and too much silence is also not convincing. The author’s main idea is to get out of the traditional way of making music for films. She leans progressively into sound design which is much more suggestive and discrete. The article illustrates with examples from films by Darren Aronofsky and Gus Van Sant who used musique concrète instead of traditional music.

4. RUMSEY, F. & MCORMICK, T. Sound and Recording: An Introduction (2006)

This book gives an overview of the principles of sound, perception, audio technology and systems. It is said that it is designed as an easy-to-read reference for those at an early stage in their careers. This book is like a guide and is ideal for everyone who is concerned with audio, sound and recording. It’s also suitable for people who want a really good understanding in theory and industry practice. Since I am interested in sound design, for me this book is useful because it provides information about sequencing, synchronisation and information about mixers. It is technically accurate but also approachable, plus it is well illustrated.

5. CHION, M. Audio-Vision: Sound on Screen. (2019)

This book is one of the most widely cited, critically acclaimed works on sound and image, and how they support each other. The author provides information about the functions and aesthetics of sound in film and television. He talks about evolving technologies such as widescreen, multi track, and Dolby, also the influences of sound on the perception of space and time and the impact of such contemporary forms of audio-vision as music videos, video art, and commercial television. It is split into two parts ,one taking a direct approach to audio-visual theory and the second is a more argumentative stage. Each section has sub-headings for the various theories and semiotics, also it is incredibly easy to read and understandable for students.

 6. GRIMSHAW, M., LINDLEY, C. & NACKE, L. More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game. ​(2010)

This is really precise yet extremely interesting empirical study where the authors investigated the effects of sonic user experience in digital games. They performed an experiment where participants played a fast-paced, immersive first-person shooter game modification, in which sound and music were manipulated, while psychophysiological recordings of electrodermal activity and facial muscle activity were recorded in addition to a Game Experience Questionnaire. The purpose of this research was to investigate a player’s experience of sound in digital games to work towards a model of such experience, which should function as a practical guide for game sound design. Although, the results showed no main or interaction effects of sound or music on electrodermal activity and facial muscle activity the authors did find out how important the relationship is for sound and music in gameplay experience.

7. DIALE DANIEL MABITSELA, Foley Music :An Exploration of the Relationships between Sound Design and ‘Music’ in Film(2016)

When I had to complete an assignment, I needed to understand more about Foley. This thesis I read had a whole section dedicated to Foley which was perfect for my research. I was also pleasantly suprised to see the author talking about a film that I’m composing music to as part of an assignment and he also discussed terms like “diegetic” which has been a huge key term over the past few months at university. This thesis was great for research as it’s relevant and up to date on musical events that have been happening over the recent years.


8. MARK BROWNRIGG, Film Music and Film Genre, (2003)

This detailed thesis contained a large range of information all about film music. It’s full of references from other academic sources which makes this a very accurate book of information. It focuses mainly on film music and talks about the instrumentation used in each film and talks about how the film industry is changing and music is changing alongside, it also gives updated information of music throughout the years. Another interesting passage of writing in this book was how music is written differently for each genre. This helped me as I know I can look back on this source for guidance if I need advice on what instruments to use and how to write in the style suited for whatever project i’m working on.

9.KARIN PENDLE ed.  Women & Music A History Second Edition, (1991)

This book spoke to me on a more personal level as being woman in the music industry, I know how hard it is to get your voice heard. This book gave me confidence and reassurance that the times have changed and thanks to women from an early generation, I have been able to become a part of the music industry. This was a great source to talk about as it gives an insight of the history of music and how its developed over the years, it also makes me appreciate what women had to go through in order to be heard and get their music out there in the world.

10.MICHAEL SWEET Writing Interactive Music for Video Games (2015)

I found this exerpt to be extremely helpful, not only for my blog but for my own personal studies too. A section I found most interesting was ‘Part II: Fundamental video game scoring techniques” as it gave the reader tips and advice on different musical softwares and gave an insight into the industry standard and what a composer would need to write for a game developer. It also includes pictures, diagrams and charts to make it visually satisfying and easy to read. After reading through this exerpt, I picked up a lot of new ideas and my approach to composing felt more professional and I now know how to fix problems that occur in music editing softwares.

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