This is a remarkable book and a most welcome contribution to a fascinating and much neglected area of research. The eighteen chapters each focus on different aspects of sound and music in computer games: the production constraints and the technologies available; approaches to and analyses of sound and music generation; the many and often complex functional and affective roles that sound and music play; as well as the possibilities and hopes for sound and music in computer games in the future.
The book is divided into five sections - Interactive Practice; Frameworks and Models; Emotion and Affect; Technology; and Current and Future Designs - that collectively account for and explore all the important areas of research in the field. The quality of writing is consistently high throughout but, more importantly, the level of thinking demonstrated in each individual chapter is always impressive, provocative and relevant.
If this were the sole contribution that the book makes, it would already justify the rather steep price tag. But there is so much more here. While each of these texts is firmly focussed on sound and music in computer games, the book is significant and relevant reading for anyone interested in, or concerned with, the pervasive power that sound and music can exert on human consciousness. Musicians, composers, sound designers, record producers and film directors, as well as the audiences they address, are well aware, albeit often intuitively, of the persuasive strength and aesthetic impact of the aural domain. This book considers, analyzes and elucidates that impact and, as such, represents a significant contribution to the study of sound and music per se.