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Mixing, Recording, and Producing Techniques of the Pros, Second Edition by Rick Clark

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Chapter 12. Game Audio

Game audio has come a long way since the days of Pong, Space Invaders, Donkey Kong, Super Mario Brothers, and Pac-Man. All the squeaks and squawks, blips, and doinks that accompanied the gameplay back in those days essentially served a purpose not much different from the attention-getting sounds manufactured by pinball machines. One of the first games that got my attention—that wasn’t a shoot ’em up—was Myst. The thing that really made Myst (and its follow-up, Riven) less static was a totally immersive soundtrack and the various accompanying sound design elements that conveyed doors opening, the sound of water, or the movement of paper when a book was opened or closed—strange mechanical devices that would engage a new element ...

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