Bibliography

1
Audiokinetic.
Wwise middleware game audio delivery system.
audiokinetic.com/.
Note: A game sound system with extensive GUI capabilities for binding and managing audio assets to game world events.

2
I. Braben, D. Bell.
Elite.
Publisher: AcornSoft 1984, http://www.iancgbell.clara.net/elite/, 1984.
Note: Elite is one of the oldest and most loved space games has long championed generative methods to create universes from compact algorithms.

3
K. H. Burns.
Algorithmic Composition Definition.
http://eamusic.dartmouth.edu/~wowem/hardware/algorithmdefinition.html, 1996.
Note: Semiotics and history of algorithmic composition.

4
Conor Cahill.
The interactive audio game project.
MSc. thesis in Multimedia Systems, Trinity College Dublin,, http://www.audiogame.com/, 1997.
Note: Conor builds an entire adventure game concept around audio only interaction.

5
K. Collins.
Music of the Commodore 64.
http://www.icce.rug.nl/~soundscapes/VOLUME08/Loops%5fand%5fbloops.shtml, 2006.
Note: Description of early game sound using the SID architecture.

6
John Horton Conway.
Regular Algebra and Finite Machines.
Chapman and Hall, Ltd. London., 1971.
Note: The original work behind most musical applications such as Mirandas Chaosynth, Conways work in discrete mathematics and game theory lays the foundations.

7
D. Cope.
An expert system for computer-assisted composition.
Computer Music Journal, pages 11(4):30-46, 1987.

8
D. Cope.
Computer modeling of musical intelligence in emi.
Computer Music Journal, pages 16(2):69-83., 1992.

9
Timm Dapper.
Practical procedural modelling of plants.
Bremen Univerity, http://www.td-grafik.de/artic/talk20030122/overview.html, 2003.
Note: Growing procedural plants, L-system branching, fractal growth, rendering.

10
A. Farnell.
Procedural synthetic footsteps for video games and animation.
Proc. Pdcon2007, Monteal, Quebec, Canada., 2007.

11
Griffith.
A bibliography of Connectionist Models of Music.
http://www.csis.ul.ie/staff/niallgriffith/mnpdpp%5fbib.htm.
Note: Extensive bibliography of connectionist musical applications, neural networks. adaptive/cybernetic models of listening and production.

12
Farbrausch Group.
fr-08: .the .product,.kkrieger,.debris.
Publisher: .product, http://www.theprodukkt.com/.
Note: I have been following this group since their early demo scene releases. They now have an entire first person shooter that runs in less than 100k.

13
J. Hahn H. Fouad, J. Ballas.
Perceptually-based Scheduling Algorithms for Real-time Synthesis of Complex Sonic Environments.
https://www.cmpevents.com/sessions/GD/S3853i2.doc, 1997.
Note: In Proc. Int. Conf. Auditory Display. Thoughts on psychoacoustics applied to variable level of spectral detail for occlusion and distance fading.

14
B. Jacob.
Algorithmic composition as a model of creativity.
http://www.ece.umd.edu/~blj/algorithmic_composition/algorithmicmodel.html.
Note: Creativity, knowledge and composition - intelligent philosophical analysis.

15
B. Jacob.
Composing with genetic algorithms.
Proceedings of the 1995 International Computer Music Conference, Banff, Alberta., 1995.

16
Robert James.
A Pictorial History of Real-Time Procedural Planets.
http://baddoggames.com/planet/history.htm, 2003.
Note: Examples of early procedural world content to about 2002, good to compare with modern output such as Terragen2.

17
H. Jarvelainen.
Algorithmic musical composition.
Helsinki University of Technology, TiK-111080 Seminar on content creation., 2000.

18
K. Jones.
Compositional applications of stochastic processes.
Computer Music Journal, pages 5(2):45-61, 1981.

19
Otto Laske.
Algorithmic Composition In the New Century.
http://www.perceptionfactory.com/workshop/Otto.htm.
Note: The role of composer in relation to software.

20
Guy W. Lecky-Thompson.
Infinite Game Universe: Mathematical Techniques.
Charles River Media., http://www.amazon.com/Infinite-Game-Universe-Mathematical-Development/dp/1584500581, 2001.
Note: World and universe generation, space themed.

21
Black Lotus.
Demoscene pioneers.
http://en.wikipedia.org/wiki/The_Black_Lotus.
Note: The famous Black Lotus, demoscene pioneers of procedural content in small memory footprints.

22
Sean O'Neil.
A Real-Time Procedural Universe, Part One: Generating Planetary Bodies.
Publisher: Gamasutra, http://www.gamasutra.com/features/20010302/oneil_01.htm , 2001.
Note: Part one of a three part series on procedural textures, world geometry and rendering.

23
Ken C. Pohlmann.
Principles of Digital Audio (3rd Ed.).
Mcgraw-Hill, http://mcgoodwin.net/digitalaudio/digitalaudio.html, 1995.
Note: First edition published in about 1988, this was one of my univerity textbooks, excellent intoduction to digital audio fundamentals.

24
Miranda E. R.
Evolving Cellular Autonoma Music.
http://galileo.cincom.unical.it/esg/Music/workshop/articoli/miranda.pdf.
Note: Mirandas work on concurrent interactive and distributed processes spans composition and signal level synthesis.

25
Nikunj Raghuvanshi and Ming C. Lin.
Real-time Sound Synthesis for Computer Games.
https://www.cmpevents.com/sessions/GD/S3853i2.doc.
Note: Given at GDev conference, Raghuvanshi considers optimisations for simplifying eigenvectors for geometry based finite element physical models of solid body impacts.

26
C. Roads.
The computer music tutorial.
MIT Press., pages chapter 18-19, 1996.

27
R. Rowe.
Interactive music systems.
The MIT Press, Cambridge MA.

28
Warren S. Sarle.
Neural Networks FAQ.
ftp://ftp.sas.com/pub/neural/FAQ2.html, 1997.
Note: Comprehensive Q&A compiled from newsgroup comp.ai.neural-nets.

29
Planetside Software.
Terragen.
Publisher: Planetside Software., http://www.planetside.co.uk/terragen/, 1998.
Note: Advanced procedural landscape generation software.

30
Firelight Technologies.
FMOD game audio system.
www.fmod.org/.
Note: Australian based middleware audio API. Multi platform with more mature dynamic DSP directions but less polished programming IDE.

31
Various.
AlgoNet.
http://www.flexatone.net/algoNet/.
Note: Research resource for computer aided algorithmic music composition.

32
Various.
Online Encyclopedia of Integer Sequences.
http://www.research.att.com/~njas/sequences/.
Note: Compendium of known integer sequences and their basis, Maintained by N. J. A. Sloane at AT&T.

33
Will Wright.
Spore.
Publisher: Maxis, http://www.spore.com/, 2007.
Note: Large scale life simulation game using evolutionary algorithms and fractal generative algorithms to make 3D and sound elements entirely with procedural content.

34
I. Xenakis.
Formalised music.
Indiana University Press, 1971.



Andy Farnell
http://obiwannabe.co.uk/