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Billie Ray Martin: Soul Tapes - VINYL LPTitle: Soul Tapes Artist: Billie Ray Martin Label: Sonnestahl Records Product Type: VINYL LP UPC: 793283878670 Genre: Rock Release Date: 2016 06 24 Number of Discs: 1 LP version. Billie Ray Martin describes herself as "a kid from Hamburg's red light district, who wanted to be a soul singer, but ended up playing repetitive machine music, while still trying to be a soul singer". Billie has never been easy to categorize. Clearly a soul singer, her career
Title: Soul TapesArtist: Billie Ray Martin
Label: Sonnestahl Records
Product Type: VINYL LP
UPC: 793283878670
Genre: Rock
Release Date: 2016-06-24
Number of Discs: 1
LP version. Billie Ray Martin describes herself as "a kid from Hamburg's red-light district, who wanted to be a soul singer, but ended up playing repetitive machine music, while still trying to be a soul singer". Billie has never been easy to categorize. Clearly a soul singer, her career however has seen her mostly as a pioneer of house and electronic music, most notably her groundbreaking work with Electribe 101 and her seminal hit "Your Loving Arms". Her explorations have led her further into the worlds of ambient music and drum & bass among other areas of electronica. Her 2001 album 18 Carat Garbage had found her in Memphis, recording with Al Green's and Aretha Franklin's musicians, then adding cutting edge electronic sounds and textures to the production once back in Hamburg. The Soul Tapes is the natural conclusion and a 'first' for Billie: no electronic music this time. Billie realized her long-held dream of recording an album that is equally influenced by Hi-Records (Al Green, Ann Peebles, Willie Mitchell) as it is by '60s garage records. It is also not devoid of a certain country twang, and even Bo Diddley peeks through the door on one song. Billie Ray Martin and producer/writer Jon Tiven were introduced in New York in the mid '90s and had started drafting the odd song, together with Sally Tiven. Further writing sessions followed, until it was decided that there was an album of songs worth recording. Booked into New York's 900 Broadway Studio, Jon and Billie were thrilled to find themselves working where Keith Richards had recorded his first solo album. Under this omen Jon Tiven brought the musicians in, not least world famous drummer Simon Kirke. Jon's credits include albums produced for Wilson Pickett, Bobby Womack and Willie Nelson as well as numerous awards and Grammy nominations. It was not until 2014 that the opportunity arose to mix the album, re-record many of the vocals, add production and instruments and determine exactly the final sound of the album. The results are convincing and powerful and show once again Billie's refusal to conform to trends, preferring as she does, to create them. On The Soul Tapes, with the help of Jon Tiven on guitar, Sally Tiven on bass, Simon Kirke on drums and mix engineer Steve Honest, and a variety of guest musicians, Billie journeys through all things soul and rhythm & blues.
Tracks:
1.1 Your Ghost Is Right Behind Me
1.2 Two Cents for a Heart of Gold
1.3 Strongheaded Woman
1.4 That's How Strong My Love Is
1.5 One Way Street
1.6 The Long and Lonely Fall
1.7 The Fool You're Looking for
1.8 Skin on the Wheel of Time
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4.2 ★★★★★
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Format: Paperback
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Reviewed in the United States on April 15, 2026
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc.
This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great.
I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development.
UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers.
Out of a ~1150 page book:
The longest chapter is ~150 pages, on Parallelism and Concurrent Programming.
Rendering Engine is ~100 pages
Collision and Rigid Body Dynamics is ~100 pages
3D Math for Games is ~50 pages
I had hoped for treatments on quaternion camera and for entity component system, but alas, no.
What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop.
The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics.
My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time.
You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025