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  2. Video game development - Wikipedia

    en.wikipedia.org/wiki/Video_game_development

    Music may be synthesized or performed live. [153] There are four main ways in which music is presented in a game. Music may be ambient, especially for slow periods of game, where the music aims to reinforce the aesthetic mood and game setting. [154] Music may be triggered by in-game events.

  3. List of commercial video games with available source code

    en.wikipedia.org/wiki/List_of_commercial_video...

    Proprietary/CC BY-NC 4.0 (engine/game code) CC BY-NC 4.0: Tales of Game's Studios Source code released to the public under no license on 11 June 2021, upon the cancellation of the game. [3] Barotrauma: 2017 Role-playing video game: restrictive (only mods) [4] Proprietary: Undertow Games / Joonas "Regalis" Rikkonen

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  5. Pumping (audio) - Wikipedia

    en.wikipedia.org/wiki/Pumping_(audio)

    In sound recording and reproduction, and music, pumping or gain pumping is a creative misuse of compression, the "audible unnatural level changes associated primarily with the release of a compressor."

  6. Additive synthesis - Wikipedia

    en.wikipedia.org/wiki/Additive_synthesis

    Schematic diagram of additive synthesis. The inputs to the oscillators are frequencies and amplitudes .. Harmonic additive synthesis is closely related to the concept of a Fourier series which is a way of expressing a periodic function as the sum of sinusoidal functions with frequencies equal to integer multiples of a common fundamental frequency.

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  8. Static secondary-ion mass spectrometry - Wikipedia

    en.wikipedia.org/wiki/Static_secondary-ion_mass...

    Static secondary-ion mass spectrometry, or static SIMS is a secondary ion mass spectrometry technique for chemical analysis including elemental composition and chemical structure of the uppermost atomic or molecular layer of a solid which may be a metal, semiconductor or plastic with insignificant disturbance to its composition and structure.

  9. Dynamic range compression - Wikipedia

    en.wikipedia.org/wiki/Dynamic_range_compression

    As far as the compressors are concerned, the authors performed two processing sessions, using a fast attack (0.5 ms) in one case, and a slow attack (50 ms) in the other. Make-up gain is deactivated, but the resulting file is normalized. Set with a fast attack, the tested compressors had the following influence on the signal: