Andy Farnell is undoubtedly a great sound designer and is well-known to everyone who uses Puredata. In this book he analyses deeply all aspects of creating a sound from scratch. He starts with the foundation of what is a sound and its components, adding more and more complexity as the book develops, making it suitable for both beginners and advanced users. His approach on thinking sound can be enlightening  even for the most advanced sound designer. In the second half of the book he uses Puredata to create a series of sound from the ground up, explaining in detail how they are obtained. This book is at the same time the best way to learn Puredata and a thorough Sound Design manual which is essential for everyone who wants to learn about this fantastic art.

Andy Farnell - Designing sound

Andy Farnell is undoubtedly a great sound designer and is well-known to everyone who uses Puredata. In this book he analyses deeply all aspects of creating a sound from scratch. He starts with the foundation of what is a sound and its components, adding more and more complexity as the book develops, making it suitable for both beginners and advanced users. His approach on thinking sound can be enlightening even for the most advanced sound designer. In the second half of the book he uses Puredata to create a series of sound from the ground up, explaining in detail how they are obtained. This book is at the same time the best way to learn Puredata and a thorough Sound Design manual which is essential for everyone who wants to learn about this fantastic art.
This book is a collection of excerpts taken from the major writings of different multimedia's pioneers.It is divided into 5 main sections: Integration, Interactivity, Hypermedia, Immersion, Narrativity.Each one of these topics is a fundamental part of the gaming experience.Video games are, in their essence, an Integration of different forms of art (architecture, graphics, music ecc...). What video games naturally possess, which other art forms usually lack, is a strong Interactivity between the user and the game.This Interactivity is possible only with a highly interconnected kind of media called Hypermedia, thought to be experienced in a non-linear way.All of this creates, during the gaming experience, a strong effect of Immersion, that permits the player to have a suspension of disbelief. The user finds itself in an ideal condition for enjoying a Narrative, and identifying himself with one of the characters.All these 5 subjects are deeply intertwined, and interesting results, for example, can be obtained when trying to create a strong interaction between the player and the narrative itself ( e.g. The Stanley Parable, Dishonored).

Randall Packer & Ken Jordan - multiMEDIA: from Wagner to virtual reality

This book is a collection of excerpts taken from the major writings of different multimedia’s pioneers. It is divided into 5 main sections: Integration, Interactivity, Hypermedia, Immersion, Narrativity. Each one of these topics is a fundamental part of the gaming experience. Video games are, in their essence, an Integration of different forms of art (architecture, graphics, music ecc…). What video games naturally possess, which other art forms usually lack, is a strong Interactivity between the user and the game. This Interactivity is possible only with a highly interconnected kind of media called Hypermedia, thought to be experienced in a non-linear way. All of this creates, during the gaming experience, a strong effect of Immersion, that permits the player to have a suspension of disbelief. The user finds itself in an ideal condition for enjoying a Narrative, and identifying himself with one of the characters. All these 5 subjects are deeply intertwined, and interesting results, for example, can be obtained when trying to create a strong interaction between the player and the narrative itself ( e.g. The Stanley Parable, Dishonored).
Karen Collins is one of the most productive writers in the video games field.In a subject sometimes blurred by the scarcity of academic writings, Collins gives a clear and complete analysis of Game Sound history, and how technology developments changed it.

Karen Collins - Game Sound: An Introduction to the Gistory, Theory, and Practice of Video Game Music and Sound Design

Karen Collins is one of the most productive writers in the video games field. In a subject sometimes blurred by the scarcity of academic writings, Collins gives a clear and complete analysis of Game Sound history, and how technology developments changed it.