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@agatestudio
Game Audio
Making
(Sound Effects)
Satryo
Bard
Agate Studio
@agatestudio
SOUND EFFECTS
Function
Categories
Source
Editing
Mastering
Functions
• Absorb Player Into A Virtual World
• Make The Game World Believable
• Entertaining
• Satisfying
Sound Effects Categories
• Hard Effects
• Foley Effects
• Background Effects
• Sound Design Effects
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
Foley Effects
Swooshes Slips
Jumps Clothes
• Foley adds believable
sound to character
movements
Background Effects
Forest City
Rain Night
• These are ambiences
that give an immediate
‘sound picture’ to the
location of a scene
Sound Design Effects
Monsters Lightsaber
UFO Button click
• Sound design effects are
sounds that are
artificially created
Sound Effects Sources
• Studio Recording
• Field Recording
• Sound Libraries
Studio Recording
Record sounds in a studio
Field Recording
Record sounds outside
Sound Library
Collection of sounds that is stored in a
media such as hard drive or CDs
Sound Effects Editing
• Equalization
• Reverberation
• Pitch Shift
• Compression
Equalization
Alter the frequency response of an
audio system using linear filters
Reverberation
Persistence of sound in a particular
space after the original sound is
produced
Pitch Shift
Technique in which the original pitch
of a sound is raised or lowered
Compression
Basically used to make sounds bigger
than life
Mastering
• Make the audio signal as
high as possible without
peaking and maintain
overall sound at the same
level and mood
References
• Google.com
• Wikipedia.com
• Aaron Marks – The Complete Guide to Game Audio
Thank you!

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Game Audio Making (sound effects) by Satriyo