Game Audio Making (sound effects) by Satriyo

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Presentasi dari Satriyo Utomo, Crew dari Agate Studio dalam event Talent Development Saturday Agate Studio. http://agatestudio.com

Talent Development Saturday adalah acara Agate Studio crew sharing berbagai topik. Mulai dari Art, Programming, Game Production dan General Business/Management. TDS ini dilakukan tanggal 8 Februari 2014 di Bandung Digital Valley.

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Game Audio Making (sound effects) by Satriyo

  1. 1. @agatestudio Game Audio Making (Sound Effects) Satryo Bard Agate Studio
  2. 2. @agatestudio SOUND EFFECTS Function Categories Source Editing Mastering
  3. 3. Functions • Absorb Player Into A Virtual World • Make The Game World Believable • Entertaining • Satisfying
  4. 4. Sound Effects Categories • Hard Effects • Foley Effects • Background Effects • Sound Design Effects
  5. 5. Hard Effect Point Buy Item Explosion Crashes • Hard effects are sounds that are associated with an action or event but are not dependent on the performance of the sound
  6. 6. Foley Effects Swooshes Slips Jumps Clothes • Foley adds believable sound to character movements
  7. 7. Background Effects Forest City Rain Night • These are ambiences that give an immediate ‘sound picture’ to the location of a scene
  8. 8. Sound Design Effects Monsters Lightsaber UFO Button click • Sound design effects are sounds that are artificially created
  9. 9. Sound Effects Sources • Studio Recording • Field Recording • Sound Libraries
  10. 10. Studio Recording Record sounds in a studio
  11. 11. Field Recording Record sounds outside
  12. 12. Sound Library Collection of sounds that is stored in a media such as hard drive or CDs
  13. 13. Sound Effects Editing • Equalization • Reverberation • Pitch Shift • Compression
  14. 14. Equalization Alter the frequency response of an audio system using linear filters
  15. 15. Reverberation Persistence of sound in a particular space after the original sound is produced
  16. 16. Pitch Shift Technique in which the original pitch of a sound is raised or lowered
  17. 17. Compression Basically used to make sounds bigger than life
  18. 18. Mastering • Make the audio signal as high as possible without peaking and maintain overall sound at the same level and mood
  19. 19. References • Google.com • Wikipedia.com • Aaron Marks – The Complete Guide to Game Audio
  20. 20. Thank you!

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