Gamesound

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Gamesound

  1. 1. Game Fundamentals Audio creating the atmosphere
  2. 2. Key Chapter Questions <ul><ul><li>■ Why is audio an important aspect of game development? </li></ul></ul><ul><ul><li>■ How are voiceovers, sound effects, and music used effectively in a game? </li></ul></ul><ul><ul><li>■ What is the difference between looping and adaptive music? </li></ul></ul><ul><ul><li>■ How is game composing different from film scoring? </li></ul></ul><ul><ul><li>■ What are the different formats and tools used in game audio? </li></ul></ul>
  3. 3. Importance of Game Audio <ul><ul><li>Atmosphere/mood </li></ul></ul><ul><ul><li>Gameplay cues </li></ul></ul><ul><ul><li>Heighten player satisfaction </li></ul></ul><ul><ul><li>Enhance quality of a game </li></ul></ul><ul><ul><li>Immersion </li></ul></ul><ul><ul><li>Reinforce interface </li></ul></ul><ul><ul><li>Convey physical/tactile sensation </li></ul></ul>
  4. 4. Game Audio Formats <ul><ul><li>FM (frequency modulation) synthesis </li></ul></ul><ul><ul><li>MOD (module) </li></ul></ul><ul><ul><li>Wave table synthesis </li></ul></ul><ul><ul><li>Tracked audio </li></ul></ul><ul><ul><li>MIDI (musical instrument digital interface) </li></ul></ul><ul><ul><li>Sampled audio </li></ul></ul><ul><ul><li>DLS (downloadable sounds) </li></ul></ul>
  5. 5. FM Synthesis The Yamaha DX7 synthesizer uses FM synthesis to generate sounds from mathematical data associated with sound waves.
  6. 6. Samplers The Fairlight CMI (expensive hardware-based pioneer), Emu E4 (modular unit), and Gigastudio (software) represent three different eras in sampling tools.
  7. 7. DLS2 Microsoft’s DirectMusic Producer—which supports DLS2—is a popular tool used by game audio professionals because it allows for game-specific dynamic audio creation.
  8. 8. Redbook Audio Redbook Audio is used for commercial games distributed on CDs.
  9. 9. Sound Effects <ul><li>Feedback & cues </li></ul><ul><li>Timing </li></ul><ul><li>Warning </li></ul><ul><li>Event-based </li></ul><ul><li>Foley </li></ul><ul><li>Sound libraries </li></ul><ul><li>Unique identity </li></ul>
  10. 10. Voiceovers <ul><li>Spoken dialogue & narration </li></ul><ul><li>Out of context </li></ul><ul><li>Multiple versions </li></ul><ul><li>Actors work solo </li></ul>Voice actor Michael Yurchak
  11. 11. Music <ul><li>Sets the tone </li></ul><ul><li>Provides cues </li></ul><ul><li>Score vs. song </li></ul><ul><li>Game vs. film scoring </li></ul><ul><li>Temp track infatuation </li></ul><ul><li>Music libraries </li></ul><ul><li>Looping vs adaptive music </li></ul><ul><li>No standardized tools </li></ul><ul><li>Most deals are buyouts </li></ul><ul><li>Game music remixes </li></ul>
  12. 12. Music Soundtracks are recorded in a home recording studio (Aaron Marks’ depicted) or a professional recording studio (Ron Jones conducting).
  13. 13. Summary <ul><li>Importance of game audio </li></ul><ul><li>Game audio formats </li></ul><ul><li>Sound effects </li></ul><ul><li>Voiceovers </li></ul><ul><li>Music </li></ul>

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