- 1
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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
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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
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K. H. Burns.
Algorithmic Composition Definition.
http://eamusic.dartmouth.edu/~wowem/hardware/algorithmdefinition.html,
1996.
Note: Semiotics and history of algorithmic composition.
- 4
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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
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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
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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
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D. Cope.
An expert system for computer-assisted composition.
Computer Music Journal, pages 11(4):30-46, 1987.
- 8
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D. Cope.
Computer modeling of musical intelligence in emi.
Computer Music Journal, pages 16(2):69-83., 1992.
- 9
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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
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A. Farnell.
Procedural synthetic footsteps for video games and animation.
Proc. Pdcon2007, Monteal, Quebec, Canada., 2007.
- 11
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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
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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
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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
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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
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B. Jacob.
Composing with genetic algorithms.
Proceedings of the 1995 International Computer Music Conference,
Banff, Alberta., 1995.
- 16
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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
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H. Jarvelainen.
Algorithmic musical composition.
Helsinki University of Technology, TiK-111080 Seminar on content
creation., 2000.
- 18
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K. Jones.
Compositional applications of stochastic processes.
Computer Music Journal, pages 5(2):45-61, 1981.
- 19
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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
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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
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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
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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
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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
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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
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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
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C. Roads.
The computer music tutorial.
MIT Press., pages chapter 18-19, 1996.
- 27
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R. Rowe.
Interactive music systems.
The MIT Press, Cambridge MA.
- 28
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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
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Planetside Software.
Terragen.
Publisher: Planetside Software.,
http://www.planetside.co.uk/terragen/, 1998.
Note: Advanced procedural landscape generation software.
- 30
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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
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Various.
AlgoNet.
http://www.flexatone.net/algoNet/.
Note: Research resource for computer aided algorithmic music
composition.
- 32
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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
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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.
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I. Xenakis.
Formalised music.
Indiana University Press, 1971.
Andy Farnell
http://obiwannabe.co.uk/