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Journal Articles
Journal:
Journal of Sound and Music in Games
Journal of Sound and Music in Games (2024) 5 (4): 1–33.
Published: 01 October 2024
Journal Articles
Journal:
Journal of Sound and Music in Games
Journal of Sound and Music in Games (2024) 5 (4): 34–57.
Published: 01 October 2024
Journal Articles
Journal:
Journal of Sound and Music in Games
Journal of Sound and Music in Games (2024) 5 (4): 58–82.
Published: 01 October 2024
Journal Articles
Journal:
Journal of Sound and Music in Games
Journal of Sound and Music in Games (2024) 5 (4): 83–105.
Published: 01 October 2024
Journal Articles
Journal:
Journal of Sound and Music in Games
Journal of Sound and Music in Games (2024) 5 (4): 106–108.
Published: 01 October 2024
Journal Articles
Journal:
Journal of Sound and Music in Games
Journal of Sound and Music in Games (2024) 5 (4): 109–133.
Published: 01 October 2024
Journal Articles
Journal:
Journal of Sound and Music in Games
Journal of Sound and Music in Games (2024) 5 (4): 134–138.
Published: 01 October 2024
Journal Articles
Journal:
Journal of Sound and Music in Games
Journal of Sound and Music in Games (2024) 5 (4): 139–144.
Published: 01 October 2024
Journal Articles
Journal:
Journal of Sound and Music in Games
Journal of Sound and Music in Games (2024) 5 (4): 145–150.
Published: 01 October 2024
Images
Images
Published: 01 October 2024
Figure 1. Image of the Stream Team’s Twitch broadcast production with individual sources numbered. Sources 1–4 are webcam feeds delivered via NDI output; Source 5 is the game footage captured by XSplit Broadcaster; Source 6 is translucent Twitch chat fed into the video proper (to preserve it); Sou... More about this image found in Image of the Stream Team’s Twitch broadcast production with individual sour...
Images
Published: 01 October 2024
Figure 2. Image of Twitch broadcast production’s secondary preset. Sources 1–4 are enlarged (relative to Figure 1 ) webcam feeds; Source 5 is disabled so the game is not visible on stream, and Sources 6–10 are as described in Figure 1 . More about this image found in Image of Twitch broadcast production’s secondary preset. Sources 1–4 are en...
Images
in Final Fantasy VII Remake : Music Redesign for Evolved Expectations Across Console Generations
> Journal of Sound and Music in Games
Published: 01 October 2024
Figure 1. A graph demonstrating where ports, reboots, remasters and remakes sit with regards to loyalty to source material, and the degree to which they adapt source material to meet modern expectations. More about this image found in A graph demonstrating where ports, reboots, remasters and remakes sit with ...
Images
in Final Fantasy VII Remake : Music Redesign for Evolved Expectations Across Console Generations
> Journal of Sound and Music in Games
Published: 01 October 2024
Figure 2. Final Fantasy VII ’s engine modules, and arrows demonstrating possible game state transitions. More about this image found in Final Fantasy VII ’s engine modules, and arrows demonstrating possible game...
Images
in Final Fantasy VII Remake : Music Redesign for Evolved Expectations Across Console Generations
> Journal of Sound and Music in Games
Published: 01 October 2024
Figure 3. A timeline of the music in the first mission of both Final Fantasy VII and Final Fantasy VII Remake , and how this music aligns with sections of gameplay. VF denotes Victory Fanfare, and empty slots denote silence. More about this image found in A timeline of the music in the first mission of both Final Fantasy VII an...
Images
in Finding The Old School Groove: History and Nostalgia in the Music of RuneScape
> Journal of Sound and Music in Games
Published: 01 October 2024
Example 1. MIDI data visualisation for “Dominion Lobby I” 25 . More about this image found in MIDI data visualisation for “Dominion Lobby I” 25 .
Images
in Finding The Old School Groove: History and Nostalgia in the Music of RuneScape
> Journal of Sound and Music in Games
Published: 01 October 2024
Example 2. MIDI data visualisation for “Dominion Lobby II”. More about this image found in MIDI data visualisation for “Dominion Lobby II”.
Images
in Dynamic Music at the Macro and Micro Levels: A Comparison of The Pathless (2020) and Tchia (2023)
> Journal of Sound and Music in Games
Published: 01 October 2024
Figure 1. In-game diorama of The Pathless ’s level design. Screenshot taken by author on a Windows PC, December 2, 2023. Annotations labelling the plateaus, bosses, and featured instruments by Paul Drotos. More about this image found in In-game diorama of The Pathless ’s level design. Screenshot taken by autho...
Images
in Dynamic Music at the Macro and Micro Levels: A Comparison of The Pathless (2020) and Tchia (2023)
> Journal of Sound and Music in Games
Published: 01 October 2024
Figure 2. Cue structure of The Pathless , Act I. Depositing the requisite number of lightstones in an obelisk will trigger the next iteration of the Explore Music. The looping cues play only if the player remains at a given stage after the Explore Music finishes playing. Screenshot from Austin Wi... More about this image found in Cue structure of The Pathless , Act I. Depositing the requisite number of ...
Images
in Dynamic Music at the Macro and Micro Levels: A Comparison of The Pathless (2020) and Tchia (2023)
> Journal of Sound and Music in Games
Published: 01 October 2024
Figure 3. Cue structure of The Pathless , Act IV (Mountain Tundra). Screenshot from Wintory, “Why ‘No Music’ Was the Goal.” Video edited by Dallas Crane. Used with permission. Additional annotations by Paul Drotos. More about this image found in Cue structure of The Pathless , Act IV (Mountain Tundra). Screenshot from ...
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