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Articles and Features
1999-2000 Newsletters
In March of '99, the IA-SIG began publishing (via email) a quarterly newsletter containing the news and information of vital importance to our industry. Each issue included working group quarterly reports, plus as much people, product, technology, and news as we could gather. As of this writing, August 2001, the newsletter will be now in the form of periodic news updates and stories on the website.
Editions
Interviews, white papers and other information and other news items submitted by our members or that we feel are of general interest to the community. The information contained in this section does not represent the official opinion or position or reflect an endorsement of any kind by the IA-SIG, its management, or its members.
Features and columns on varied topics of IA-SIG interest.
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"A Look Back" 11/15/99
Ever wonder just how music and sound were implemented in games such as "Asteroids", "Road Blasters", and "Super Mario Bros."? Even if you haven't, here are the answers… a pleasant stroll down memory lane with the former director of technology development at Atari Games, Brad Fuller..
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"The Roadmap, Part 1" 8/99
Chris Grigg presents a 'big idea' for component based, plug in achitechture' for Interactive Audio
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"The Eidos Interviews" 7/99
Interviews with Jim Hedges and the Soul Reaver sound team at Eidos USA.
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A Direct Music Primer" by Alexander Brandon and Mark Steven Miller 3/99
Much has been said in the past few months about DirectMusic and, thereby, about interactive music. In this first column, we will provide a basic outline of DirectMusic and then lay out some real world and theoretical context in which to examine it....
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Annotated scrawl from the wall of the audio hall..." by Mark Steven Miller 3/99
Tips on scheduling audio projects (in milestone format), plus quotes from the industry's best with annotation and extended comments from the author.
Comments from Developers of Interactive Audio Content:
© Copyright 1999-2002 MIDI Manufacturers Association