MARUTI SUZUKI- A Successful Joint Venture in India.pptx
IG2 Task 1 Work Sheet
1. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
1
Name: Graham Wall RESEARCHED DEFINITION (provide short internet researched
definition and URL link)
DESCRIBE THE RELEVANCE OF THE RESEARCHED
TERM TO YOUR OWN PRODUCTION PRACTICE?
SOUND DESIGN
METHODOLOGY
Foley Artistry Foley is a type of sound engineering that cut, blend and
manipulate every day sounds into other sounds that are
completely unrecognisable to the original. This is a widely used
technique in the creative media industry (film, television and
game design) because the vast majority of the sound effects
needed for the project don’t occur naturally, too dangerous to
gather naturally or too difficult to obtain naturally.
An example of Foley art is crushing corn starch in a leather
pouch to simulate the sound of snow being stood on. Another
example is frozen lettuce make the same sound as a breaking
bone when it is smashed.
http://en.wikipedia.org/wiki/Foley_(filmmaking)
This is highly relevant because the vast
majority of the work I have done for this unit
is Foley Art. Also a lot of the work that I will
have to do for the sound units ahead will
involve Foley Art.
Sound
Libraries
A sound library is a collection of audio content that will
eventually be used is some way. For example the audio content
might be music for listening to, unedited sound for sound effects
or edited sound effects.
This is relevant because all my sound after
being recorded are immediately apart of a
sound library.
SOUND FILE
FORMATS
Uncom-
pressed
All uncompressed files have the same quality as the original file.
This is because none of it the data been removed to make the
file smaller. Unfortunately uncompressed files have a larger file
size than compressed files; meaning fewer files can be stored on
the data drive (which could be a CD, computer hard drive, a USB,
etc.).
This is relevant because there are some
uncompressed file formats that specifically
store audio.
2. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
2
.wav Waveform Audio File Format (or WAV, which is its file extension)
is a form of audio file that was developed by Microsoft and IBM.
WAV is a form of Resource Interchange File Format (RIFF). It
works by storing data in ‘chunks’. This is very similar to the main
audio file format used on the Apple Macintosh, making all the
audio files using WAV easily transferable between the different
platforms. Due to this the WAV file format is the most common
form of audio file format used on computers that operate on
windows.
http://en.wikipedia.org/wiki/WAV
This is relevant because WAV files are
specialists in storing audio on the Windows
platform, which is the platform I use. This
format is also a majorly used file format in
audio. Also, all of my audio files that I
produce are automatically WAV files.
.aiff The audio interchange file format (or AIFF) is an audio file
format. It works very similarly to the WAV file format; by storing
file data in ‘chunks’. The main different between WAV and AIFF
file formats is that they specialise for different platforms. The
WAV for Widows: the AIFF for the Apple Macintosh.
http://en.wikipedia.org/wiki/Audio_Interchange_File_Format
This has some relevance because it is a type
of platform that stores audio. But however; it
specialised in working on Apple Macintoshes,
which I am not using or working with.
.au The AU file format is a simple format that was developed by Sun
Microsystems. Originally the format was common on NeXT
systems and on sound files; which were on the early internet.
Also the file format didn’t have an extension originally. Originally
the file could only handle 8-bit sounds at a maximum rate of
8000 Hz; which very quickly out grown by the expanding
internet, rendering the file almost useless. Now the file format
contains sounds of up to 32 bit and unlimited Hz.
http://en.wikipedia.org/wiki/Au_file_format
This has some relevance because it stores
audio. But however; it is very rarely used
now and I have very little chance of working
with it.
3. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
3
.smp This is a music file that is used by SmartMusic. It is a music
practice application for bands, voices and orchestras. The .smp
file was replaced by the .SMPX
http://www.fileinfo.com/extension/smp
This is relevant because this is a type of
musical memory storage.
Lossy
Compression
Lossy compression is when a file is compressed, but some of the
data is lost. It works be eliminating all un-necessary parts of a file
to make it smaller. This may also mean that some parts of a file
that are important aren’t recognised that way by a computer
and they are unfortunately deleted, and the original file cannot
ever be gathered again. Lossy compression is mainly used in
reducing the size of bit images.
http://computer.howstuffworks.com/file-compression3.htm
This has no relevance because lossy
compression is used only with the transfer of
Bitmap images, which I am not working with
for this particular unit.
.mp3 MP3 files are a type of sound file. MP3’s are a very popular file
type because is a compressed file (without any sound quality
loss) and it is versatile. MP3 files are about 11 times smaller than
the uncompressed version of a song. This is achieved by the
sound files removing all sound that we cannot hear or would
struggle to hear naturally. Because of this extreme compression
about 100 tracks cam be fitted onto a CD, rather than 16 tracks
using the old file formats.
http://www.bbc.co.uk/webwise/guides/about-mp3s
This is highly relevant to my work. This is
because it is a method of storing audio
content that is gaining popularity at a very
high rate. Because of this is could become
the main sound file format in the future
A SPU (also known as a sound card) is a specialist internal unit This is relevant to my work because sound
4. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
4
AUDIO
LIMITATIONS
Sound
Processor Unit
(SPU)
for a computer. The sound card specialises in playing, processing
and developing sound that is inputted and outputted through
the computer.
http://en.wikipedia.org/wiki/Sound_card
cards are a key part of the computer
hardware in the computers that I am using.
Digital Signal
Processor
(DSP)
A DSP is a specialist microprocessor. Its physical structure
enables it to conduct extremely fast operation tasks. A DSP
enable data to be processed in ‘real time’ which makes it
suitable for software that needs data to be processed quickly.
DSPs work using extremely complicated mathematics, but the
DSP is designed to use these mathematical equations extremely
rapidly. There are many different types of DSP which have
different specialisations such as graphics and sound.
http://www.futureelectronics.com/en/microprocessors/digital-
signal-processors.aspx
This is relevant. It is very similar to a SPU in
both the ways it works and how it is relevant.
It is relevant because it is a part of the
computer’s hardware, which is important to
making and playing audio content.
Random
Access
Memory
(RAM)
RAM is a form of memory storage. The memory in RAM is only
temporary because it is deleted when the computer o electrical
appliance is turned off. RAM is useful because it enable files
which have been previously accessed to be remembered and
accessed again even though it wasn’t needed for a small or large
amount of time (since it was last accessed).
This has no relevance to this unit. This is
because RAM is a crucial part in playing video
games and not making the audio content for
one.
Mono Audio This is when the audio sound is coming from a single point.
http://www.diffen.com/difference/Mono_vs_Stereo
This is relevant because it is a method of
hearing audio.
5. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
5
Stereo Audio This is very similar to surround sound. Stereo audio is when
audio is coming from a single point, instead of one
http://www.diffen.com/difference/Mono_vs_Stereo
This is relevant because it is a method of
hearing audio.
Surround
Sound
Surround sound is a method of enhancing a person’s personal
experience with audio content. It is done by a person having the
sound come out of speakers that are playing audio placed all
around him/her in a 360˚ radius. When surround sound is played
in a professional business (such as cinemas) different sound are
usually coming out of different speakers, this is to aim the sound
into the best part of the persons ear for that particular sound.
http://en.wikipedia.org/wiki/Surround_sound
This is important because it is a method of
playing audio content to an audience, and to
improve the audiences hearing of the
content.
Direct Audio
(Pulse Code
Modulation –
PCM)
PCM was developed originally as a method of transmitting digital
signals across the globe: while using an analogue communication
format. This method proved to be effective as a method of
sampling, quantizing and coding digital audio. There are
different formats for PCM, which are: linear, logarithmic, and
adaptive. All the different formats of PCM have different unique
and different purposes.
http://www.digitalpreservation.gov/formats/fdd/fdd000016.sht
ml
This has some relevance because it helps to
transport audio data/content to different
memory storage units, which can be at a very
far distance apart.
AUDIO RECORDING
6. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
6
SYSTEMS
Analogue Analogue (or analog) recording is a recording technique that
records audio and/or video. Analogue is an old recording
technique that was developed in the mid-late 1800’s to record
sound. It worked by causing sound to enter a cone that
compresses the sound into a physical movement of particles.
This moves a needle that scratches a disk, which then can be
played back. This is a very old technique that isn’t used any
more. Any disks that play this was are now considered ‘antiques’
and the devices that play then now are ‘antiques’ too.
http://en.wikipedia.org/wiki/Analog_recording#Recording
This has little relevance because there is next
to no chance I would ever be using an
analogue device now, and in the future. The
only relevance it has is that it was a method
of playing sound.
Digital Mini
Disc
Originally released in 1992: the Digital Mini Disk or MD was
created by Sony to play video and music. The MD works through
Magneto-opticals. The MD can store up to 80 minutes of audio
content, and up to 1 GB of HI-DM content. The MD opened up a
very large market in Japan where it was made, but it made an
extremely low impact in any other markets across the globe. Due
to the extreme demand of MD’s in Japan the market lasted up to
2013, when Song closed its support for MDs.
http://en.wikipedia.org/wiki/MiniDisc
This has no relevance because there will be
directly no chance that I could end up
working with MDs.
Compact Disc
(CD)
The Compact Disk, or CD, was originally developed by Philips and
Sony to play audio content (known as CD-DA); it was then later
adapted to be a storage unit (CD-ROM). A standard CD can play
80 minutes of uncompressed music. CDs are one of the most
popular storage devices in the world, this is shown in the
amount of CDs that were sold in 2007, 200 billion (200, 000, 000,
This is extremely relevant because the CD is a
major player in the audio data storage
industry.
7. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
7
000). One of the main reasons for this is because at the time of
the CDs release it had a much greater memory than most
computer hard drives. In the past 5 years CD sales have dropped
by over 50%. This is because of digital downloading.
http://en.wikipedia.org/wiki/Compact_disc
Digital Audio
Tape (DAT)
DAT (or Digital Audio Tape), was introduced in 1987 by Sony.
DAT works very similarly to Compact Audio Cassette (CAC): it
used 4mm magnetic tape, which is in an enclosed shell, to
record data. One of the two differences between DAT and CAC is
that the DAT tape is half the size of the CAC tape. The other
difference is that DAT record in Digital and that CAC records in
analogue.
http://www.princeton.edu/~achaney/tmve/wiki100k/docs/Digit
al_Audio_Tape.html
This had no relevance because this type of
recording was used in the old film industry.
This relates to video content and not audio
content.
MIDI MIDI, or Media Instrument Digital Interface, is an industry
standard that almost all virtual instruments have installed into
their software. It enables all of the different virtual instruments
to understand one another and work together. It is now industry
standards because most companies refuse to buy virtual
instruments that don’t have MIDI installed. MIDI works digitally,
so all of the notes can be changed separately, which is much
easier and less time consuming than slowly editing the entire
track.
http://www.techterms.com/definition/midi
This is relevant because I will be working
with MIDIs each time I do any work to edit,
merge and/or record different audio tracks.
8. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
8
Software
Sequencers
In digital audio recording, a sequencer is a program in a
computer or stand-alone keyboard unit that puts together a
sound sequence from a series of MIDI events. The MIDI
sequencer allows the user to record and edit a musical
performance without using an audio-based input source.
http://whatis.techtarget.com/definition/sequencer
This is relevant to my work because it is
about creating different audio tracks.
Software Plug-
ins
Software plug-in is an extension to existing software. The
extension could be anything such as: a patch to fix a glitch or
extra software mechanics that can enable a user to do more
with the software. For me, I use plug-in with Reaper to have
more Virtual Instruments and sound editing tools.
This is relevant to my work because I have to
use plug-ins a lot with my work. The plug-ins
I use are editing tools and Virtual
Instruments.
MIDI
Keyboard
Instruments
MIDI keyboards are specialist keyboards that play a variety of
different musical notes from a single base instrument. They work
like regular keyboards, the closer to the left the key is the lower
the pitch, and the closer to the right the keyboard is, the higher
the pitch of the sound is. An example is a keyboard that plays a
guitar notes.
This is relevant because in my work I have
been using virtual MIDI keyboards to
produce songs.
AUDIO SAMPLING File Size
Constraints -
Bit-depth
If all parts of the audio are the same, when you turn down the
bit depth of a file, all you’ll get is an increasing amount of low-
level noise, kind of like a tape hiss. If you keep everything else
the same but turn down the bit depth? All you’ll get is a slightly
higher noise. Nothing more. And, in all but extreme cases, that
noise is still going to be – objectively speaking – “better” than
analogue.
This is relevant because it explains how bit-
depth affects my work
9. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
9
http://www.sonicscoop.com/2013/08/29/why-almost-
everything-you-thought-you-knew-about-bit-depth-is-probably-
wrong/
File Size
Constraints -
Sample Rate
Sample rate is the number of samples of audio carried per
second, measured in Hz or kHz (one kHz being 1 000 Hz). For
example, 44 100 samples per second can be expressed as either
44 100 Hz, or 44.1 kHz.
Bandwidth is the difference between the highest and lowest
frequencies carried in an audio stream. The sample rate of
playback or recording determines the maximum audio frequency
that can be reproduced, as shown below.
Sample
Rate (kHz)
Maximum
Frequency (kHz)
8 3.6
11.025 5
22.05 10
32 14.5
44 20
48 21.8
64 29.1
88.2 40
96 43.6
http://wiki.audacityteam.org/wiki/Sample_Rates
This is relevant because it explains how the
sample rate can affect my work