locus sonus > audio in art
Lab 2007/2009: Julien Clauss, Alejandro Duque, Scott Fitzgerald, Jérôme Joy, Anne Roquigny, Peter Sinclair.
 
 
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// 2007/12/13 00:32 / 213.56.149.33
!Game Enviroments (and sound)
!!!non-linear revision by alejo duque
(work in progress initiated on nov.30 2007)

Moments to consider:

"In 1972, Pong the first video game which includes sound comes onto the market. Six years later the game “space invaders” hits arcades with its menacing, paranoia-inducing soundtrack. It is an example of simple, effective sound design; the thumping audio track actually accelerates in tempo as the enemy invaders draw nearer– and move faster. The following year Asteroids– another arcade game– employs a similar sound technique to achieve the same results.At the beginning of the 80's PacMan makes its debut. The game boasts many memorable sound and music elements"

Still today, 2007 midi sound files seem to be the base for video games music as one can check via the archive of this site dedicated to keep track of a collection of midi files that are in the range of the commodore64 to the wii plus all sort of arcade games: http://www.vgmusic.com/

Theres a net.radio station that plays them here:

!!Online-video-games-radio
http://ftp.emulationzone.org:26038/

The MUD - Multi User Dungeon (example from my experience with lamdamoo and the global theather performance directed by adrianne wortzel)
Apply the notions of development as yves schmid did using Civilization.
The hackers games (ruben molina) in relation to that project of matt web

But, most importantly, an anarcheological revision of media that can help trace the development of the sue of sound, from Pong to the DS sound of electroplanktum (http://en.wikipedia.org/wiki/Electroplankton aca el video: http://video.google.com/videoplay?docid=4439496341187280535&sourceid=docidfeed&hl=undefined)

the uses of speech synths come to mind and need to be reviewed also here.

!!Emulators
ps2onlinux:
http://www.pcsx2.net/
DOSmultiplatform:
http://dosbox.sourceforge.net
Dreamcast on linux:
http://www.lxdream.org/news/

and LSDJ Little Sound Dj, the Game Boy/Game Boy Color tool of choice for amateur & professional musicians and composers!: http://mp3death.us/tute/lesson01.php

+all the NES (nintendo emulators around)

!!Extended Mode:
PacManhattan
fijuu
playsh
fluxus and al-j...
LIFE-CODING (xxxxx) Ludic Society


!!references
http://playsh.org/wiki/InspirationalProjects
http://www.sterneck.net/musik/bey-immediatism/index.php
[interview to a game developer]
Play Along - An Approach to Videogame Music by Zach Whalen --> http://www.gamestudies.org/0401/whalen/

!!not to forget!

-dig for the link to that SL clone for musicians
>> U2 in SL: http://www.u2insl.com/ (video): http://www.youtube.com/watch?v=Mro9Qzv--k8
>> REZ http://www.youtube.com/watch?v=lp89LjiYAcA&feature=related


!Español

El uso de la localizacion exacta de sonidos (lease fuentes sonoras) y su movimiento en el espacio es algo relativamente reciente no solo en el area de la composicion acustica, el cine o los juegos de video. Dicho interes se ha desarrollado de la mano con los avances tecnologicos en el campo de la computacion. Es decir, el area de la electroacustica no ha estado al margen del desarrollo de software particularmente de la arena de uno de los vectores que hala con mayor vigor el del desarrollo de hardware. Me refiero a la industria de los video juegos.

Sin hacer un recuento detallado o historico de dicho orden cronologico pero si con el animo de poder sobre imponer la linea de tiempo del cine con la de los video juegos y la de la electroacustica para asi tal vez descubrir los puntos de cruce de dichas practicas.