General Links
Designing Sound
Lost Chocolate Lab
The Game Audio Podcast
Gamasutra
Music of Sound
Unidentified Sound Object
GameSound.org
GamesSound.com
Create Digital Music
Game Audio Pro Forum
Game Audio Forum
GameSoundCon
Interactive Audio Special Interest Group
Develop Magazine
Audio Media Magazine
Game Audio Relevance
Chapter 01
Documentation - Epic UDK [Internet]. Available from: http://www.udk.com/documentation [Accessed 25 October 2010].
Chapter 02
Miranda, E. (2002) Computer Sound Design: Synthesis techniques and programming. 2nd ed. Focal Press.
Roads, C. (1996) The Computer Music Tutorial. MIT Press.
Russ, M. (2008) Sound Synthesis and Sampling. 3rd ed. Focal Press.
Farnell, A., Phil, Robert and M, R. (2010) Designing Sound. MIT Press.
Chapter 03
Roads, C. (1996) The Computer Music Tutorial. MIT Press.
Rossing, T.D., Moore, R.F. and Wheeler, P.A. (2001) The Science of Sound. 3rd ed. Addison Wesley.
Howard, D. and Angus, J. (2009) Acoustics and Psychoacoustics. 4th ed. Focal Press.
Everest, F.A. and Pohlmann, K.C. (2009) Master Handbook of Acoustics. 5th ed. Tab Electronics.
Chapter 04
Cockos 'Reaper'
FMod Documentation. [Internet]. Available from: http://www.fmod.org/index.php/download#FMODDesigner [Accessed 25 October 2010].
Wwise Documentation. [Internet]. Available from: http://www.audiokinetic.com/en/products/wwise/introduction [Accessed 25 October 2010].
Davis, R. (2000) Complete Guide to Film Scoring. Hal Leonard Corporation.
Donnelly, K. (2001) Film Music: Critical Approaches. Edinburgh University Press.
Juslin, P. and Sloboda, J. (2001) Music and Emotion: Theory and Research. OUP Oxford.
Larsen, P. (2007) Film Music. illustrated edition. Reaktion Books.
Levitin, D.J. (2008) This is Your Brain on Music: Understanding a Human Obsession. Atlantic Books.
Rona, J. (2009) Reel World: Scoring for Pictures. 2nd ed. Music Pro Guides.
IASIG. (2008). Interactive XMF : File format specification Draft 0.0.1a. Available from: http://www.iasig.org/wg/ixwg/index.shtml [Accessed 25 October 2010].
Hayward, P. (2004) Off the Planet: Music,Sound and Science Fiction Cinema. illustrated edition. John Libbey Cinema and Animation.
RockBandNetwork
Chapter 05
Dialogue / Levels discussion
Beauchamp, R. (2005) Designing Sound for Animation. Pap/DVD. Focal Press.
Ince, S. (2006) Writing for Video Games. Methuen Drama.
Writing for video games
Yewdall, D.L. (2007) The Practical Art of Motion Picture Sound 3E. 3rd ed. Focal Press.
Woodhall (2010) Audio Production and Post-Productio. Pap/Com. Jones and Bartlett Publishers, Inc.
Borwick, J. (1996) Sound Recording Practice. 4th ed. OUP Oxford.
Script Template
Chapter 06
Bridgett, R. Gamasutra - Features - The Future Of Game Audio - Is Interactive Mixing The Key? [Internet]. Available from: http://www.gamasutra.com/view/feature/4025/the_future_of_game_audio__is_.php [Accessed 25 October 2010].
Bridgett, R. Gamasutra - Features - The Game Audio Mixing Revolution [Internet]. Available from: http://www.gamasutra.com/view/feature/4055/the_game_audio_mixing_revolution.php [Accessed 25 October 2010].
Katz, B. (2007) Mastering Audio: The art and the science. 2nd ed. Focal Press.
Clerwall, A. How High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOM . Game Developers Conference. (2009) Available from: http://www.slideshare.net/aclerwall/how-high-dynamic-range-audio-makes-battlefield-bad-company-go-boom-1292018 [Accessed 25 October 2010].
Sonnenschein, D. (2001) Sound Design: The Expressive Power of Music, Voice and Sound Effects in Cinema. Michael Wiese Productions.
Sider, L. (2003) Soundscape: School of Sound Lectures 1998-2001. Wallflower Press.
Whittington, W. (2007) Sound Design and Science Fiction. University of Texas Press.
Juul, J. (2005) Half-Real: Video Games Between Real Rules and Fictional Worlds. MIT Press.
Salen, K. (2003) Rules of Play: Game Design Fundamentals. illustrated edition. MIT Press.
Altman, R. (1992) Sound Theory/Sound Practice. 1st ed. Routledge.
Chion, M. (1994) Audio-Vision : Sound on Screen. Columbia University Press.
Jorgensen, K. (2009) A Comprehensive Study of Sound in Computer Games: How Audio Affects Player Action. Edwin Mellen Press Ltd.
Chapter 07
Sweetman, C. Criterion Games > Black > Behind The Scenes > A Choir of Guns [Internet]. Available from: http://www.criteriongames.com/black/behindthescenes/choirofguns/ [Accessed 25 October 2010].
Appendices
Marks, A. (2008) The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, Game Developers. 2nd ed. Focal Press.
Brandon, A. (2004) Audio for Games: Planning, Process, and Production. 1st ed. New Riders.
Case, A. (2007) Sound FX: Unlocking the Creative Potential of Recording Studio Effects. 1st ed. Focal Press.
Rinzler, J. and Burtt, B. (2010) Sounds of Star Wars. Simon and Schuster Ltd.
Rumsey, F. and MCCORMICK, T. (2009) Sound and Recording. 6th ed. Focal Press.
Krause, B. and Krause, B.L. (2002) Wild Soundscapes: Discovering the Voice of the Natural World [With CD]. Pap/Com. Wilderness Press.
Ament, V.T. (2009) The Foley Grail: The Art of Performing Sound for Film, Games, and Animation. Pap/DVD. Focal Press.
Viers, R. (2008) The Sound Effects Bible: How to Create and Record Hollywood Style Sound Effects. Ill. Michael Wiese Productions.
Sonnenschein, D. Sound Design: The expressive Power of Music, Voice and Sound Effects in Cinema. Michael Wiese Productions. California. 2001.
Oltyan, C. Gamasutra - Features - Game Dev Collaboration: Google Docs Style [Internet]. Available from: http://www.gamasutra.com/view/feature/6112/game_dev_collaboration_google_.php [Accessed 25 October 2010].
Utilities
Total Commander
Foobar
The Levelator
Sonic Visualiser
r8brain Sample Rate Converter
Audio Editors and Plugins
Audacity
VSTHost
discoDSP Highlife Sampler
SIR Convolution Reverb
Jobs / Recruitment
GamesIndustry.bizAardvark Swift
Career Power Ups
Edge Online
Datascope
Games Recruit
Interactive Selection
