This document contains a glossary of terms related to sound design and production for computer games. It provides definitions for terms like Foley artistry, sound libraries, uncompressed audio formats (.wav and .aiff files), lossy compression, sound cards, digital sound processors, random access memory, mono/stereo/surround sound, analogue and digital recording systems, MIDI, software sequencers, plugins, MIDI keyboards, and constraints from bit-depth and sample rate on file size. The student has researched definitions and provided details on how each term relates to their own production practice.
Kyle Fielding produced a glossary of terms related to sound design and production for a games design course. The glossary contains definitions for terms like Foley artistry, sound libraries, audio file formats like .wav and .aiff, lossy compression formats like .mp3, audio hardware limitations such as sound processor units and digital sound processors, and audio techniques including mono, stereo, and surround sound. Kyle explained how each term is relevant to his own production practice, such as using sound libraries to organize sounds and common file formats when saving and opening files.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for over 20 key terms, sourced from online references. For each term, the student also provides a brief description of how the term relates to their own production practice, such as formats and file types used, software and hardware employed, and recording and editing techniques.
This document contains a glossary of terms related to sound design and production. It includes definitions for terms like foley artistry, sound libraries, .wav files, lossy compression, MP3s, sound processors, mono vs stereo audio, MIDI, software sequencers, plugins, and more. Each term has a short definition from an online source as well as a brief description of how the term relates to the author's own production practice. The glossary is intended to demonstrate the author's research into sound design methodology and technology.
Hayden Parkes produced a glossary of key terms related to sound design and production for computer games. He provided definitions from online research for terms like foley artistry, sound libraries, file formats like .wav and .aiff, compression types, audio hardware like sound cards and MIDI keyboards, and concepts like sampling rates and bit depths. For each term, he described how the concept relates to his own work producing game audio, such as using uncompressed formats, stereo recording, and software plugins and sequencers.
1) Nathan Mather produced a glossary of terms specific to sound design and production. He researched definitions from online sources and related each term to his own production practice.
2) The glossary included terms such as foley artistry, sound libraries, file formats like .wav and .mp3, hardware like sound cards and DSPs, and concepts like lossy compression and surround sound.
3) By defining these terms and relating them to his work, Nathan demonstrated his understanding of sound design methodology and terminology.
This document provides a glossary of terms related to sound design and production for computer games. It includes definitions for over 20 key terms sourced from online references. For each term, the student provided the researched definition and URL source, and in many cases also described how the term relates to their own production practice. The terms cover areas such as foley artistry, sound file formats, audio limitations, recording systems, sampling, and more.
This document contains a glossary of terms related to sound design and production for computer games. It includes definitions for terms like Foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations such as memory and processors, recording systems like analog and digital audio tape, and more. For each term, the student provided an internet definition source and described how the term relates to their own production practice, such as using sound libraries to store recorded sounds and rendering files into different formats for various uses.
The document provides a template for Lewis Brady to complete a glossary of sound design and production terms. It instructs him to research definitions for provided terms, cite the sources, and describe how the terms relate to his own production practice. Lewis provides researched definitions and URLs for terms like Foley artistry, sound libraries, file formats like .wav and .aiff, compression types, audio hardware and software like MIDI, and more. He describes how each term is relevant to his own work in areas like game production, soundcloud, and file types he commonly uses.
Kyle Fielding produced a glossary of terms related to sound design and production for a games design course. The glossary contains definitions for terms like Foley artistry, sound libraries, audio file formats like .wav and .aiff, lossy compression formats like .mp3, audio hardware limitations such as sound processor units and digital sound processors, and audio techniques including mono, stereo, and surround sound. Kyle explained how each term is relevant to his own production practice, such as using sound libraries to organize sounds and common file formats when saving and opening files.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for over 20 key terms, sourced from online references. For each term, the student also provides a brief description of how the term relates to their own production practice, such as formats and file types used, software and hardware employed, and recording and editing techniques.
This document contains a glossary of terms related to sound design and production. It includes definitions for terms like foley artistry, sound libraries, .wav files, lossy compression, MP3s, sound processors, mono vs stereo audio, MIDI, software sequencers, plugins, and more. Each term has a short definition from an online source as well as a brief description of how the term relates to the author's own production practice. The glossary is intended to demonstrate the author's research into sound design methodology and technology.
Hayden Parkes produced a glossary of key terms related to sound design and production for computer games. He provided definitions from online research for terms like foley artistry, sound libraries, file formats like .wav and .aiff, compression types, audio hardware like sound cards and MIDI keyboards, and concepts like sampling rates and bit depths. For each term, he described how the concept relates to his own work producing game audio, such as using uncompressed formats, stereo recording, and software plugins and sequencers.
1) Nathan Mather produced a glossary of terms specific to sound design and production. He researched definitions from online sources and related each term to his own production practice.
2) The glossary included terms such as foley artistry, sound libraries, file formats like .wav and .mp3, hardware like sound cards and DSPs, and concepts like lossy compression and surround sound.
3) By defining these terms and relating them to his work, Nathan demonstrated his understanding of sound design methodology and terminology.
This document provides a glossary of terms related to sound design and production for computer games. It includes definitions for over 20 key terms sourced from online references. For each term, the student provided the researched definition and URL source, and in many cases also described how the term relates to their own production practice. The terms cover areas such as foley artistry, sound file formats, audio limitations, recording systems, sampling, and more.
This document contains a glossary of terms related to sound design and production for computer games. It includes definitions for terms like Foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations such as memory and processors, recording systems like analog and digital audio tape, and more. For each term, the student provided an internet definition source and described how the term relates to their own production practice, such as using sound libraries to store recorded sounds and rendering files into different formats for various uses.
The document provides a template for Lewis Brady to complete a glossary of sound design and production terms. It instructs him to research definitions for provided terms, cite the sources, and describe how the terms relate to his own production practice. Lewis provides researched definitions and URLs for terms like Foley artistry, sound libraries, file formats like .wav and .aiff, compression types, audio hardware and software like MIDI, and more. He describes how each term is relevant to his own work in areas like game production, soundcloud, and file types he commonly uses.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for terms like Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations involving hardware, recording systems, sampling, and more. For each term, it provides a short definition from an online source as well as any relevance to the author's own production practice.
This document contains a glossary of terms related to sound design and production for computer games. It provides definitions for terms like foley artistry, sound libraries, uncompressed audio file formats like .wav and .aiff, compressed formats like .mp3, audio hardware like sound processors and digital sound processors, audio limitations like mono and stereo sound, audio recording systems like analog, digital, compact discs, digital audio tape, and MIDI. It also defines software sequencers and plug-ins. For each term, it gives a short definition and references the source URL. It sometimes provides additional details on how the term relates to the author's own production practice.
The document provides definitions and explanations of terms related to sound design and production for computer games. It contains a glossary with 15 terms and their definitions sourced from online references. For each term, the author also provides a short description of how the term relates to their own production practice. The glossary covers areas such as sound file formats, audio recording systems, MIDI, software tools, and more. The purpose is to research and explain industry-specific terminology for a course assignment on sound for computer games.
This document provides definitions for various terms related to sound design and production. It includes a glossary with definitions for terms like foley artistry, sound libraries, uncompressed audio file formats like .wav and .aiff, compressed formats like .mp3, components like sound processor units and digital signal processors, audio formats like mono, stereo and surround sound, recording methods like analog and digital, and storage systems like compact discs. For each term, the student provided an internet definition and link and described how the term relates to their own production practice, such as using sound libraries to store sound files and .mp3 to save songs on their computer.
The document provides definitions for various audio and sound design terms. It includes a glossary with over 15 terms defined, along with the relevance of each term to the author's own production practice. Some of the key terms defined include foley artistry, sound libraries, .wav and .mp3 file formats, audio limitations like mono vs stereo sound, audio recording systems such as analog and digital, MIDI, software sequencers, and concepts of audio sampling like bit depth and sample rate.
The document is a glossary created by a student, Steph Hawkins, for a unit on sound design and production. It contains definitions for over 15 key terms related to sound design methodology, file formats, audio limitations, and audio recording systems. For each term, Steph provides a short internet-researched definition and URL source, and also describes how the term relates to their own production practice.
The document provides definitions for key terms related to sound design and production. It includes a template for the student, Lewis Brady, to research definitions of glossary terms and describe their relevance to his own production practice. He provides definitions for 15 terms from sources like Wikipedia, along with brief explanations of how some of the terms like Foley artistry and sound libraries relate to improving audio quality in his game production and using SoundCloud.
This document provides definitions and descriptions of terms related to sound design and production for computer games. It includes a glossary with over 15 terms defined, with URLs citing sources. Some terms defined include foley artistry, sound libraries, uncompressed and compressed audio file formats like .wav and .mp3, audio hardware like sound processors and RAM, mono vs stereo vs surround sound, analog vs digital recording systems, and MIDI. The student provides their own production experience for some terms, such as using mono audio and surround sound for specific effects, and .mp3 files to move songs.
Brandon McNamara produced a glossary of 15 terms related to sound design and production for computer games. For each term, he provided a short definition from an online source along with details about how the term relates to his own production practice. Some of the key terms he defined and related to his work included Foley artistry, which he will use to add most sounds to his game, sound libraries which will be used to create most of his sounds, and software sequencers and plug-ins which he uses to edit most of the sounds.
Sound recording glossary by Liam Oven for Unit 73ItsLiamOven
The document provides definitions for various terms related to sound design and production. It includes a glossary with definitions for terms like Foley artistry, sound libraries, audio file formats like .wav and .aiff, audio limitations involving things like sound processor units and digital sound processors, audio recording systems involving analogue, digital mini disc and compact disc formats, MIDI, and software sequencers. For each term, the student provided a short definition from an online source as well as their own thoughts on how the term relates to their production practice.
This document contains a glossary of terms related to sound design and production for computer games. It provides researched definitions from online sources for terms like Foley artistry, sound libraries, file formats like .wav and .aiff, compression types, audio hardware limitations, recording systems, MIDI, sampling, and more. For each term, it also describes the relevance to the author's own production practice, such as how sound libraries are used to store sound effects for use in projects.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for terms like Foley Artistry, Sound Libraries, file formats like .wav and .mp3, audio limitations like Sound Processor Unit and Stereo Audio, audio recording systems like Analog and Digital Audio Tape, and audio sampling concepts like Bit-depth and Sample Rate. For each term, it provides a short definition from an online source as well as how the term relates to the author's own production practice.
This document is a glossary produced by a student at Salford City College for their BTEC Extended Diploma in Games Design. It contains definitions for various terms related to sound design and production. For each term, the student provided a short definition from an online source along with any relevant details about how the term relates to their own production practice. The glossary covers areas such as sound design methodology, sound file formats, audio limitations, audio recording systems, and audio sampling.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for terms like Foley artistry, sound libraries, file formats like .wav and .aiff, lossy compression and formats like .mp3, limitations of hardware like sound processor units and digital sound processors, requirements for random access memory, and descriptions of mono versus stereo audio. Each term's definition includes a short summary and link to the source, as well as the student's thoughts on how the term relates to their own production practice.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for over 20 key terms, gathered from online research sources. For each term, the student provided a short definition from an online source, as well as their own description of how the term relates to their production practice or may be useful in the future. The glossary covers areas such as sound file formats, audio limitations, audio recording systems, audio sampling, and more.
The document provides a template for Lewis Brady to complete a glossary of sound design and production terms. It instructs him to research definitions for provided terms, cite the sources, and describe how the terms relate to his own production practice. Lewis provides researched definitions from sources like Wikipedia for 14 terms, including Foley artistry, sound libraries, uncompressed audio files, and MIDI. He describes how each term is relevant to his work in areas like adding sound effects to games, using sample libraries, and file formats he encounters.
This document contains a glossary of terms related to sound design and production for computer games. It provides definitions for terms like foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations such as sound processor units and random access memory, mono/stereo/surround sound, audio recording systems like analog and digital audio tape, MIDI, software sequencers and plugins, and concepts in audio sampling like bit-depth and sample rate. For each term, the student provided an internet definition and described its relevance to their own production practice where possible.
The document is a glossary created by a student named Terence Byrne for a unit on sound design and production. It contains definitions for over 20 key terms related to sound design methodology, sound file formats, audio limitations, audio recording systems, and MIDI. For each term, the student provided a short definition from an online source along with a description of how the term relates to their own production practice.
This document provides definitions for key terms related to sound design and production. It includes a glossary with over 20 terms defined, each with a short definition and URL reference. Examples of defined terms include Foley artistry, sound libraries, .wav and .mp3 file formats, sound processors, mono/stereo audio, MIDI, and sampling concepts like bit depth and sample rate. For most terms, the document also provides a one sentence description of how the term relates to the author's own production practice.
Jordan Smith has produced a glossary of terms related to sound design and production for computer games. The glossary contains definitions for terms such as Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations including sound processor units and random access memory, audio recording systems like analog and digital, MIDI, software sequencers, and audio sampling concepts like bit depth and sample rate. For each term, Jordan has provided a researched definition from an online source as well as his own comments on the relevance of the term to his production practice where possible.
Tommy and Joel are gangsters waiting for a package delivery to take to their buyer. When the delivery is ambushed, a shootout ensues but they retrieve the package. Their buyer, Craig, is suspicious of the delay and tasks them with stealing a secret shipment from a guarded warehouse. They succeed after a close call and Craig pays them double as promised. He then warns them to cut contact permanently, so they leave with their money and get on with their lives.
_ ig2 game audio cut sequence production_2014 to 2015j-roche
This document provides an assignment brief for a computer games design course. The assignment involves producing audio assets and a cut sequence for a computer game. It includes 11 tasks that cover sound design principles, script writing, recording audio, editing audio with effects, and implementing sounds into a game. The tasks aim to develop skills across 3 units on sound design, pre-production techniques, and communication skills. Students will analyze game audio, record a script, edit sounds, create a pitch, and program sounds into their own game. The deadline for the assignment is June 5th, 2015.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for terms like Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations involving hardware, recording systems, sampling, and more. For each term, it provides a short definition from an online source as well as any relevance to the author's own production practice.
This document contains a glossary of terms related to sound design and production for computer games. It provides definitions for terms like foley artistry, sound libraries, uncompressed audio file formats like .wav and .aiff, compressed formats like .mp3, audio hardware like sound processors and digital sound processors, audio limitations like mono and stereo sound, audio recording systems like analog, digital, compact discs, digital audio tape, and MIDI. It also defines software sequencers and plug-ins. For each term, it gives a short definition and references the source URL. It sometimes provides additional details on how the term relates to the author's own production practice.
The document provides definitions and explanations of terms related to sound design and production for computer games. It contains a glossary with 15 terms and their definitions sourced from online references. For each term, the author also provides a short description of how the term relates to their own production practice. The glossary covers areas such as sound file formats, audio recording systems, MIDI, software tools, and more. The purpose is to research and explain industry-specific terminology for a course assignment on sound for computer games.
This document provides definitions for various terms related to sound design and production. It includes a glossary with definitions for terms like foley artistry, sound libraries, uncompressed audio file formats like .wav and .aiff, compressed formats like .mp3, components like sound processor units and digital signal processors, audio formats like mono, stereo and surround sound, recording methods like analog and digital, and storage systems like compact discs. For each term, the student provided an internet definition and link and described how the term relates to their own production practice, such as using sound libraries to store sound files and .mp3 to save songs on their computer.
The document provides definitions for various audio and sound design terms. It includes a glossary with over 15 terms defined, along with the relevance of each term to the author's own production practice. Some of the key terms defined include foley artistry, sound libraries, .wav and .mp3 file formats, audio limitations like mono vs stereo sound, audio recording systems such as analog and digital, MIDI, software sequencers, and concepts of audio sampling like bit depth and sample rate.
The document is a glossary created by a student, Steph Hawkins, for a unit on sound design and production. It contains definitions for over 15 key terms related to sound design methodology, file formats, audio limitations, and audio recording systems. For each term, Steph provides a short internet-researched definition and URL source, and also describes how the term relates to their own production practice.
The document provides definitions for key terms related to sound design and production. It includes a template for the student, Lewis Brady, to research definitions of glossary terms and describe their relevance to his own production practice. He provides definitions for 15 terms from sources like Wikipedia, along with brief explanations of how some of the terms like Foley artistry and sound libraries relate to improving audio quality in his game production and using SoundCloud.
This document provides definitions and descriptions of terms related to sound design and production for computer games. It includes a glossary with over 15 terms defined, with URLs citing sources. Some terms defined include foley artistry, sound libraries, uncompressed and compressed audio file formats like .wav and .mp3, audio hardware like sound processors and RAM, mono vs stereo vs surround sound, analog vs digital recording systems, and MIDI. The student provides their own production experience for some terms, such as using mono audio and surround sound for specific effects, and .mp3 files to move songs.
Brandon McNamara produced a glossary of 15 terms related to sound design and production for computer games. For each term, he provided a short definition from an online source along with details about how the term relates to his own production practice. Some of the key terms he defined and related to his work included Foley artistry, which he will use to add most sounds to his game, sound libraries which will be used to create most of his sounds, and software sequencers and plug-ins which he uses to edit most of the sounds.
Sound recording glossary by Liam Oven for Unit 73ItsLiamOven
The document provides definitions for various terms related to sound design and production. It includes a glossary with definitions for terms like Foley artistry, sound libraries, audio file formats like .wav and .aiff, audio limitations involving things like sound processor units and digital sound processors, audio recording systems involving analogue, digital mini disc and compact disc formats, MIDI, and software sequencers. For each term, the student provided a short definition from an online source as well as their own thoughts on how the term relates to their production practice.
This document contains a glossary of terms related to sound design and production for computer games. It provides researched definitions from online sources for terms like Foley artistry, sound libraries, file formats like .wav and .aiff, compression types, audio hardware limitations, recording systems, MIDI, sampling, and more. For each term, it also describes the relevance to the author's own production practice, such as how sound libraries are used to store sound effects for use in projects.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for terms like Foley Artistry, Sound Libraries, file formats like .wav and .mp3, audio limitations like Sound Processor Unit and Stereo Audio, audio recording systems like Analog and Digital Audio Tape, and audio sampling concepts like Bit-depth and Sample Rate. For each term, it provides a short definition from an online source as well as how the term relates to the author's own production practice.
This document is a glossary produced by a student at Salford City College for their BTEC Extended Diploma in Games Design. It contains definitions for various terms related to sound design and production. For each term, the student provided a short definition from an online source along with any relevant details about how the term relates to their own production practice. The glossary covers areas such as sound design methodology, sound file formats, audio limitations, audio recording systems, and audio sampling.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for terms like Foley artistry, sound libraries, file formats like .wav and .aiff, lossy compression and formats like .mp3, limitations of hardware like sound processor units and digital sound processors, requirements for random access memory, and descriptions of mono versus stereo audio. Each term's definition includes a short summary and link to the source, as well as the student's thoughts on how the term relates to their own production practice.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for over 20 key terms, gathered from online research sources. For each term, the student provided a short definition from an online source, as well as their own description of how the term relates to their production practice or may be useful in the future. The glossary covers areas such as sound file formats, audio limitations, audio recording systems, audio sampling, and more.
The document provides a template for Lewis Brady to complete a glossary of sound design and production terms. It instructs him to research definitions for provided terms, cite the sources, and describe how the terms relate to his own production practice. Lewis provides researched definitions from sources like Wikipedia for 14 terms, including Foley artistry, sound libraries, uncompressed audio files, and MIDI. He describes how each term is relevant to his work in areas like adding sound effects to games, using sample libraries, and file formats he encounters.
This document contains a glossary of terms related to sound design and production for computer games. It provides definitions for terms like foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations such as sound processor units and random access memory, mono/stereo/surround sound, audio recording systems like analog and digital audio tape, MIDI, software sequencers and plugins, and concepts in audio sampling like bit-depth and sample rate. For each term, the student provided an internet definition and described its relevance to their own production practice where possible.
The document is a glossary created by a student named Terence Byrne for a unit on sound design and production. It contains definitions for over 20 key terms related to sound design methodology, sound file formats, audio limitations, audio recording systems, and MIDI. For each term, the student provided a short definition from an online source along with a description of how the term relates to their own production practice.
This document provides definitions for key terms related to sound design and production. It includes a glossary with over 20 terms defined, each with a short definition and URL reference. Examples of defined terms include Foley artistry, sound libraries, .wav and .mp3 file formats, sound processors, mono/stereo audio, MIDI, and sampling concepts like bit depth and sample rate. For most terms, the document also provides a one sentence description of how the term relates to the author's own production practice.
Jordan Smith has produced a glossary of terms related to sound design and production for computer games. The glossary contains definitions for terms such as Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations including sound processor units and random access memory, audio recording systems like analog and digital, MIDI, software sequencers, and audio sampling concepts like bit depth and sample rate. For each term, Jordan has provided a researched definition from an online source as well as his own comments on the relevance of the term to his production practice where possible.
Tommy and Joel are gangsters waiting for a package delivery to take to their buyer. When the delivery is ambushed, a shootout ensues but they retrieve the package. Their buyer, Craig, is suspicious of the delay and tasks them with stealing a secret shipment from a guarded warehouse. They succeed after a close call and Craig pays them double as promised. He then warns them to cut contact permanently, so they leave with their money and get on with their lives.
_ ig2 game audio cut sequence production_2014 to 2015j-roche
This document provides an assignment brief for a computer games design course. The assignment involves producing audio assets and a cut sequence for a computer game. It includes 11 tasks that cover sound design principles, script writing, recording audio, editing audio with effects, and implementing sounds into a game. The tasks aim to develop skills across 3 units on sound design, pre-production techniques, and communication skills. Students will analyze game audio, record a script, edit sounds, create a pitch, and program sounds into their own game. The deadline for the assignment is June 5th, 2015.
The document outlines the tasks and requirements for a unit on game engines. The student must complete 3 tasks: 1) Produce a report analyzing the purposes and components of game engines using industry terminology. 2) Create a playable 2D level in Game Maker according to industry standards and document the development process. 3) Create a playable 3D level in Unity according to industry standards and document the 3D development process. The tasks are graded based on criteria that evaluate the student's explanation of game engine concepts, technical proficiency in creating game levels, and ability to work independently at a professional level.
This short document provides instructions for creating a Haiku Deck presentation on SlideShare and shares that it was inspired by six different stock photographers including roger_mommaerts, BlatantWorld.com, victorcoffee, the JoshMeister, Andy Hay, and wisaflcio. It encourages the reader to get started making their own Haiku Deck presentation.
This document lists various equipment for sound recording and production including a portable digital voice recorder, directional and omni-directional microphones, SD cards, USB and XLR cables, headphones, audio editing software, computer hardware for storage, sound cards, virtual studio technology (VST) plugins and effects, batteries, and a battery charger. Links are provided to purchase many of these items on websites like Amazon and Maplin.
Applied Faith 2nd Principle from Think and Grow Rich & 3rd Principle of the 1...Stella Tartsinis
Applied faith principle found in both Science of Success and Think and Grow Rich. Science of Success discusses the success principles that can be follow to build effective habits.
This document summarizes a seminar on nanomaterials and metamaterials presented by Deepak Raj at IIT Delhi. It discusses how the properties of nanomaterials, such as carbon nanotubes and quantum dots, differ from bulk materials due to increased surface area and quantum effects. It also explains how metamaterials derive their properties from their structure rather than composition, allowing properties not found in nature like negative refractive index. Potential applications of metamaterials include invisibility cloaking, improved solar cells, telecommunications, and computing.
This document provides a glossary of terms related to sound design and production for computer games. It includes definitions for terms like foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations involving hardware like sound processor units, and audio recording systems like analog, digital discs, MIDI, and sampling concepts like bit depth and sample rate. For each term, the student provided an internet definition source and described how the term relates to their own production practice.
This document provides a glossary of terms related to sound design and production for computer games. It includes definitions for terms like foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations involving sound processor units and RAM, recording techniques like analogue and digital, and sampling concepts involving bit depth and sample rate. For each term, the student provided a short definition from an online source as well as a brief description of how the term relates to their own production practice.
This document provides definitions for sound design and production terms as part of a unit on sound for computer games. It includes a glossary with over 20 terms defined, including foley artistry, sound libraries, audio file formats like .wav and .aiff, lossy compression, audio cards, mono and stereo audio, and analogue recording. For each term, the student provided a short definition from an online source as well as their own thoughts on how the term relates to their production practice.
This document provides definitions for sound design and production terms as part of a unit on sound for computer games. It includes a glossary with over 20 terms defined, including foley artistry, sound libraries, audio file formats like .wav and .aiff, lossy compression, audio cards, mono and stereo audio, and analogue recording. For each term, the student provided a short definition from an online source as well as their own thoughts on how the term relates to their production practice.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for over 20 terms researched by the student from online sources. For each term, the student provides a short definition found on the internet along with the URL source, and also describes how the term relates to their own production practice if applicable. The terms cover areas such as sound file formats, audio limitations, recording systems, and MIDI instruments.
This document contains a glossary of terms related to sound design and production. It provides definitions for terms like foley artistry, sound libraries, uncompressed audio formats (like .wav and .aiff), lossy compression formats (like .mp3), and components of sound hardware like sound processor units, digital sound processors, RAM, and mono audio. For each term, it gives a short definition from an online source as well as a brief description of how the term relates to the author's own audio production practice.
The document is a glossary assignment for a games design course requiring the student to research and define terms related to sound design and production. It contains definitions for over 20 key terms with references, along with the student's descriptions of how each term relates to their own production practice. Some of the key terms defined and related to the student's work include Foley effects, sound libraries, audio file formats like .wav and .mp3, limitations like sound cards and RAM, audio recording systems, MIDI, software sequencers, and plugins.
The document is a glossary assignment for a games design course requiring the student to research and define terms related to sound design and production. It contains definitions for over 20 key terms with references, including types of audio file formats (.wav, .mp3, MIDI), hardware components (sound cards, RAM), recording systems (digital, analog, CD), and software (sequencers, plugins). The student provides brief explanations of how each term relates to their own production practice, such as using sample libraries and compression formats to reduce file sizes.
David Hall completed a glossary of terms related to sound design and production. He researched definitions from online sources and described how each term relates to his own production practice. Some key terms he defined included Foley effects, sound libraries, audio file formats like .wav and .mp3, audio limitations such as sound cards and RAM, audio recording systems, MIDI, software sequencers, and plugins. The document provides an overview of foundational concepts in sound design through David's research and application to his own work.
Tom Crook produced a glossary of terms related to sound design and production for a games design course. The glossary defined 15 key terms and described how each term relates to Tom's own production practice. The terms included definitions for Foley artistry, sound libraries, uncompressed files, .wav and .aiff file formats, lossy compression, MP3 files, sound processor units, digital signal processors, RAM, mono and stereo audio, surround sound, pulse code modulation, analogue and digital audio recording, and compact discs.
gegerageSound recording glossary tom crookTomCrook
The document is a glossary assignment for a games design course requiring the student to research and define terms related to sound design and production. It contains definitions for over 20 terms with URLs citing the sources. The student provides brief explanations of how each term relates to their own production practice, such as using Foley artistry for sound effects, sound libraries for accessibility, uncompressed files for sharing audio, and mp3 for portability. Overall the document covers terminology for sound file formats, limitations, recording systems, sampling, and software.
This document contains a glossary of terms related to sound design and production for computer games. It provides researched definitions from online sources for terms like foley artistry, sound libraries, wav files, midi keyboards, sample rates, and more. For each term, it also describes how the definition relates to the author's own production practice. The goal is to research and gather technical definitions of sound design terms to expand knowledge in this area.
Nathan Mather has produced a glossary of terms related to sound design and production. The glossary contains definitions for terms such as foley artistry, sound libraries, uncompressed audio files, .wav files, .aiff files, .au files, .smp files, lossy compression, .mp3 files, sound processor units, digital sound processors, random access memory, mono audio, stereo audio, and surround sound. For each term, Nathan provides a short definition from an online source as well as his own experience with how the term relates to his production practice.
The document provides definitions for various audio and sound design terms. It includes a glossary with definitions for terms like foley artistry, sound libraries, audio file formats (like .wav and .mp3), audio limitations involving hardware like sound processor units and digital sound processors, audio recording systems like analog, digital, MIDI, and software tools for audio like software sequencers, plugins, and MIDI keyboard instruments. The student provided researched definitions from online sources and described how each term relates to their own sound production practice.
1. The document provides definitions for key terms related to sound design and production for computer games. It includes definitions for terms like foley artistry, sound libraries, audio file formats (wav, aiff, au, smp), lossy compression (mp3), sound processors (SPU, DSP), memory (RAM), mono/stereo/surround sound, direct audio techniques like pulse code modulation, and analogue recording systems.
2. For each term, it gives a short definition from an online source and describes how the term relates to the individual's own audio production practice, discussing experiences using tools like sound libraries, different file formats, compression types, and pan techniques.
3. The glossary
This document contains a glossary of terms related to sound design and production for computer games. It provides researched definitions for over 20 terms, sourced from websites. For each term, it also describes the relevance to the author's own production practice, such as describing file formats used for storing sounds. The glossary covers areas such as sound file formats, audio hardware, audio recording and sampling techniques, and software used for sound design.
This document contains a student's completed glossary of terms related to sound design and production for computer games. The student provided definitions for terms like Foley artistry, sound libraries, file formats like .wav and .mp3, limitations like RAM and sound cards, and audio concepts like mono, stereo, and surround sound. For each term, the student included a short definition from an online source as well as a brief description of how the term relates to their own production work.
This document is a glossary created by Brienna Hick for a unit on sound design and production. It contains definitions for various audio and sound design terms researched from online sources. For each term, Brienna provided a short definition found on the internet along with the URL source. Brienna also described how some of the researched terms relate to their own production practice, such as using sound libraries in Reaper software and employing stereo audio techniques. The glossary covers topics including foley artistry, sound file formats, audio limitations, audio recording systems, and compression.
The document is a glossary created by a student for a sound design course. It contains definitions for over 20 audio and sound design terms, sourced from online references. For each term, the student provides a short definition along with a discussion of how the term relates to their own production work. The glossary covers areas such as file formats, recording and playback systems, sampling, and audio software. The student's production practice involves using software like Reaper to create sound effects, jingles and other audio for a games design project.
This document provides definitions for audio and sound design terms as part of a glossary assignment. It includes:
- Definitions for terms like Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations like mono and stereo audio, audio recording systems, MIDI, software sequencers, plug-ins, and audio sampling concepts.
- For each term, it also provides details on how the definition relates to the student's own production practice, such as how file formats allow easy transfer of audio or how limitations could impact a project.
- The definitions are from online research and each includes a URL source. This glossary is intended to help the student better understand key concepts
Y1 games ig2 learner assessment submission declaration j-roche
This document contains a learner assessment submission and declaration form. It lists the tasks and evidence submitted by the learner, Jowen Roche, for assessment of units related to computer game audio production. For each of the 11 tasks, it provides a link to a blog post with the submitted evidence. At the bottom, Jowen Roche signs to declare that the submitted work is their own original work.
The document discusses using spook keys as an effect to modify a sound. Spook keys were picked out of a VST file. Those spook keys were used to create the sound described.
This short document discusses the order of keys used to play a sound and the effects applied to the sound, including using the TAL Noise Maker effect and panning to add more effect.
This 3 sentence summary provides the high level information from the document:
The document discusses a sequencing audio project that Jowen Roche created in Reaper where he added audio and layered it on top of each other to create a sequence where the audio mixes together.
Gangsters go to collect a package but it goes wrong when another gang starts shooting at them. They grab the package and drive off while returning fire to escape. They then deliver the package to Craig, who has Joel and Tommy go collect a shipment. The scene is inspired by action movies like Pulp Fiction and The Godfather, and involves Italian-American gangsters swearing and using deep voices while wearing tracksuits and sneakers. Sound effects will include gunshots, music, vehicle sounds, and dialogue in an Italian-American accent, recorded both with a sound recorder and Foley artistry using various objects.
Gangsters go to collect a package but are ambushed by another gang. They grab the package and flee in their car while being shot at. Though they get away with the package, they must deliver it to their boss Craig. Craig then sends Joel and Tommy to collect another shipment. The characters are Italian American gangsters who swear and speak in deep voices. Audio for the scene will include gunshots, boat horns, footsteps, cars, rap music, and more. Sounds will be recorded using a sound recorder and Foley artistry with objects, as well as a soundboard.
The document outlines plans for a 3D scene involving gangsters collecting a package that goes wrong. It will be based on games and movies like Grand Theft Auto, Saints Row, Mafia, Pulp Fiction and The Godfather. The characters will be Italian-American gang members who swear and have deep voices. They will wear track suits and collect a package, but another gang will start shooting, forcing them to grab the package and drive off while delivering gunfire sounds effects. Audio recording will include gunshots, dialogue in an Italian-American accent, horns, footsteps, cars and music genres like rap, hip hop and rock, captured using a sound recorder and Foley artistry.
This document contains a production budget listing various equipment items with their item numbers, descriptions and actual costs. The total actual cost of all items is £2,749.11 which is under the overall budget of £4,000. The most expensive single item is a 27-inch Apple computer costing £1,999.
Colonel Alexander disobeys orders from General Tait to pursue Lazarus the Destroyer, who has fled back to Earth. Despite the general refusing to risk any more men and knowing that humans cannot survive on Earth, Colonel Alexander rallies his men to stop Lazarus for good. They warp drive their ship to Earth to confront Lazarus, who is checking on his status with his watch.
The document provides analysis of sound elements from the video game The Last of Us. It describes how the hum at the beginning establishes a calm setting that intensifies as drums are added to indicate action. Breeze sounds at the start suggest a silent place while drums build an action feel as fighting ensues. The genre is identified as action-adventure and fighting through beats and cut scenes. Dialogue between two females with one describing the game is enhanced with a voice over and voice effects like echo.
The programmer added sound effects to their game by first creating a new sound and adding single shot and submachine gun sounds that could be used for the player's and enemy's weapons. These sounds were then added into the code so that they play in the game as the sounds of the player and enemy shooting.
Jowen Roche is drafting answers for a personal statement for a Level 3 Diploma in Creative Media Production in Games Design. He wants to become a Game Designer or Product Manager. He notes he will need to pass his course and then go to university or get an apprenticeship. He possesses communication skills, can learn and work quickly, and can voice his opinion in groups. He was in cadets until focusing on GCSEs and has played football to develop teamwork skills. He aims to improve problem solving, communication, and efficiency. His interests include music, movies, games, sports, and socializing.
This curriculum vitae provides details for Jowen Roche, who is studying a 90 Credit Diploma in Creative Media Production in Games Design at Salford City College Eccles Sixth Form Centre. It lists his personal details, education history, qualifications, work experience, skills, interests, and referee.
The document provides analysis of sound elements in a scene from the video game Deadspace 3. It describes how the sounds establish the setting as a snowy, uninhabited place that then changes to a city area with traffic. An argument scene in an apartment includes dialogue and sounds of objects being thrown. Field recordings captured wind and footsteps in snow while Foley artistry created the other sounds. The mood shifts from confusion and darkness to a more aggressive one as the scene turns to an argument. Eerie music emphasizes the panic and horror elements throughout. The genre encompasses both action and horror as shown through the music and dialogue. Narrative is used to tell the story without needing visuals to understand what is happening in the scene
This document outlines the requirements for a unit on sound design for computer games, asking students to analyze specific soundtrack elements from chosen examples to identify the production techniques used and how they help establish the setting, mood, genre, and narrative. Students must provide detailed descriptions of sounds and clearly state the techniques used to create soundtrack elements.
The document describes the progress made in developing a 3D level in Unity. It details how the developer added mountains, grasslands, textures, a skybox, trees, water, and ships to create the environment. Character and enemy models were also imported from the asset store and placed in the level. Buildings were added to form a village and mesh colliders were implemented to prevent walking through structures. Enemy AI is still being developed to attack and interact with the playable character.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
Andreas Schleicher, Director of Education and Skills at the OECD presents at the launch of PISA 2022 Volume III - Creative Minds, Creative Schools on 18 June 2024.
How Barcodes Can Be Leveraged Within Odoo 17Celine George
In this presentation, we will explore how barcodes can be leveraged within Odoo 17 to streamline our manufacturing processes. We will cover the configuration steps, how to utilize barcodes in different manufacturing scenarios, and the overall benefits of implementing this technology.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
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Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Gender and Mental Health - Counselling and Family Therapy Applications and In...
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
Produce a glossary of terms specific to the methods and principles of sound design and production. Using a provided template, you must
research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the website you
have obtained the definition.
You must also, where possible, provide specific details of how researched definitions relate to your own production practice.
Name: RESEARCHED DEFINITION (provide short internet researched definition and URL link) DESCRIBE THE RELEVANCE
OF THE RESEARCHED
TERM TO YOUR OWN
PRODUCTION PRACTICE?
SOUND
DESIGN
METHODOLO
GY
Foley Artistry Foley effects are sound effects added to the film during postproduction (after the shooting stops).They
include sounds such as footsteps,clothes rustling,crockeryclinking,paper folding,doors opening and
slamming,punches hitting,glass breaking,etc.etc. In other words,manyof the sounds thatthe sound
recordists on setdid their bestto avoid recording during the shoot.
http://www.sound-ideas.com/what-is-foley.html
Foleyartistryis whenyou add
soundeffects in a filmwhich
aren’t necessarybut give the
film more detail for example
glass breaking. I woulduse
these to give myproduction
more detail.
Sound
Libraries
A sample library is a collection of digital sound recordings,known as samples,for use by composers,
arrangers,performers,and producers of music.
http://en.wikipedia.org/wiki/Sample_library
Sound libraries are a digital
collectionof different sounds.
I woulduse these for the
soundtrackas wellas the
music playing Inthe
background.
SOUND FILE
FORMATS
Uncompressed There is one major uncompressed audio format, LPCM, which is the same variety of PCM as used
in CompactDisc Digital Audio.Although LPCM can be stored on a computer as a raw audio format, it is
usuallystored in a .wav file on Windows or in an .aiff file on Mac OS. The AIFF formatis based on
the Interchange File Format (IFF), and the WAV formatis based on the similar Resource Interchange File
Format(RIFF). WAV and AIFF are not inherentlylossless;they're designed to store a wide variety of audio
formats,lossless and lossy;they justadd a small, metadata-containing header before the audio data to
declare the formatof the audio data, such as LPCM with a particular sample rate,bit
depth, endianness and number of channels.Since WAV and AIFF are widely supported and can store
LPCM, they are suitable file formats for storing and archiving an original recording.
http://en.wikipedia.org/wiki/Audio_file_format
Uncompressedis whenthe
audiois uncompressed. I
woulduse thistype of fileto
store rawaudio files that I
could use later in the
production.
.wav 1. a formatfor storing uncompressed audio files.
https://www.google.co.uk/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-
This is a file that stores
uncompressed 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
8#q=what+is+a+wav+file
.aiff 1. Audio Interchange File Format (AIFF) is an audio file formatstandard used for storing sound data for
personal computers and other electronic audio devices.
https://www.google.co.uk/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=what+is+a+aiff+file
This is another file that stores
uncompressed sound.
.au 1. The Au file formatis a simple audio file formatintroduced by Sun Microsystems.The format was common
on NeXT systems and on earlyWeb pages.Originallyit was headerless,being simply8-bitµ-law-encoded
data at an 8000 Hz sample rate.
https://www.google.co.uk/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=what+is+a+au+file
This is a simple audiofile.
.smp The file extension ".smp"shows up on several differenttypes of files used for very differentprograms
including audio files,images and email messages.You can usuallyfigure out whattype of ".smp"file you're
dealing with based on the context, such as the file name,where it's saved or what types of programs you
have on your computer thatuse ".smp"files.
http://www.ehow.com/info_12198596_file-smp.html
A smp is a file extensionthat
shows upInseveraldifferent
programs.
Lossy
Compression
1. Lossless and lossy compression are terms that describe whether or not, in the compression of a file, all
original data can be recovered when the file is uncompressed.With lossless compression, every single
bit of data that was originallyin the file remains after the file is uncompressed.
https://www.google.co.uk/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-
8#q=what+is+a+lossy+compression
A lossycompression is when
you don’t lose anyof the data
that you have stored.
.mp3 a means ofcompressing a sound sequence into a very small file,to enable digital storage and
transmission.
https://www.google.co.uk/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=what+is+a+mp3
An mp3 file is a file that has
been compressedbut can be
enabledfor digital storage
and transmission.
AUDIO
LIMITATIONS
Sound
Processor Unit
(SPU)
A sound card (also known as an audio card) is an internal computer expansion card thatfacilitates
economical inputand outputof audio signals to and from a computer under control of computer programs.
The term sound card is also applied to external audio interfaces thatuse software to generate sound,as
opposed to using hardware inside the PC.Typical uses ofsound cards include providing the audio
componentfor multimedia applications such as music composition,editing video or audio,presentation,
education and entertainment(games) and video projection.
http://en.wikipedia.org/wiki/Sound_card
A sound card is an internal
computer card that makes the
imput andoutput of sounds
happen.
Digital Sound
Processor
(DSP)
A Digital Signal Processor,or DSP, is a specialized microprocessor thathas an architecture which is
optimized for the fast operational needs ofdigital signal processing.A Digital Signal Processor (DSP) can
process data in real time,making it ideal for applications thatcan’ttolerate delays.Digital signal processors
take a digital signal and process itto improve the signal into clearer sound,faster data or sharper images.
Digital Signal Processors use video,voice, audio,temperature or position signals thathave been digitized
and mathematicallymanipulate them.A digital signal processor is designed to perform these mathematical
functions rapidly.The signals are processed so the information contained in them can be displayed or
converted to another type of signal.
http://www.futureelectronics.com/en/microprocessors/digital-signal-processors.aspx
A digital soundprocesser is a
microprocessor that can
process data in real time.
Random
Access
1. RAM (pronounced ramm) is an acronym for random access memory, a type of computer memory that
can be accessed randomly; that is,any byte of memory can be accessed withouttouching the preceding
bytes.RAM is the most common type of memory found in computers and other devices,such as printers.
Random access memory
(RAM) is a type of memory
3. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
3
Memory
(RAM)
https://www.google.co.uk/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-
8#q=what+is+a+random+access+memory
that can be accessed
randomly.
Mono Audio 1. Mono audio is an Accessibilityfeature that makes sure,even if you're hard of hearing or deaf in one ear,
you never miss a word,note, or sound when listening to your iPhone or iPad with a headseton.Typical
stereo audio includes distinctleftand right channels,so differentears getdifferentsounds.
https://www.google.co.uk/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=what+is+a+mono+audio
Mono audiois where typical
stereoaudioincludesdistinct
left andright channels so
different ears get different
sounds.
Stereo Audio Stereophonic sound or, more commonly, stereo, is a method ofsound reproduction thatcreates an
illusion ofdirectionalityand audible perspective.This is usuallyachieved by using two or more
independentaudio channels through a configuration oftwo or more loudspeakers (or stereo headphones)
in such a way as to create the impression ofsound heard from various directions,as in natural hearing.
Thus the term "stereophonic"applies to so-called "quadraphonic"and "surround-sound"systems as well as
the more common two-channel,two-speaker systems.It is often contrasted with monophonic or "mono"
sound,where audio is in the form of one channel,often centered in the sound field (analogous to a visual
field). Stereo sound is now common in entertainmentsystems such as broadcastradio and TV, recorded
music and the cinema.
http://en.wikipedia.org/wiki/Stereophonic_sound
Stereo audio is a methodof
soundreproduction that is
directional.
Surround
Sound
a system of stereophonyinvolving three or more speakers surrounding the listener so as to give a more
realistic effect.
https://www.google.co.uk/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-
8#q=what+is+a+surround+sound&spell=1
Surroundsoundis soundthat
gives you a more realistic
effect.
Direct Audio
(Pulse Code
Modulation –
PCM)
Direct Audio Input (DAI) is a feature of some BTE hearing aids which allows an external source to be
directly connected as an inputthat bypasses the microphone.
http://www.nchearingloss.org/dai.htm
Direct audio is a feature that
aids withexternal soundto be
directlyconnected as an
input.
AUDIO
RECORDING
SYSTEMS
Analogue Analogue (or analogue) recording (Greek, Ana is "according to" and logos "relationship") is a technique
used for the recording ofanalogue signals which,among manypossibilities, analogue
audio and analogue for later playback.
http://en.wikipedia.org/wiki/Analog_recording
Analogue is a technique used
for the recording ofanalogue
signals.
Digital Mini
Disc
There are several standard music distribution formats. The MP3 and the compact disc (CD) are
the two most common at the moment, but cassette tapes are still around and 33 rpm vinyl LPs
can still be found in some stores. The Sony Minidisc is another format that Sony has been trying
to popularize for many years. A Minidisc looks a lot like a floppy disk but is slightly smaller (7 cm,
2.75 inches square).
http://electronics.howstuffworks.com/question55.htm
A digital mini disc looks like a
floppydisc but is slightly
smaller.
Compact Disc
(CD)
a small plastic disc on which music or other digital information is stored in the form of a pattern of metal-
coated pits from which it can be read using laser lightreflected off the disc.
https://www.google.co.uk/webhp?tab=ww&ei=aTu1VMH2DLOQ7AaEnIDYBQ&ved=0CAkQ1S4#q=what+is+a+compa
ct+disc
A compact disc is a disc which
holds either music or other
digital information.
4. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
4
Digital Audio
Tape (DAT)
1. Digital Audio Tape (DAT or R-DAT) is a signal recording and playback medium developed bySony and
introduced in 1987.In appearance itis similar to a Compact Cassette,using 4 mm magnetic tape enclosed
in a protective shell,butis roughly half the size at 73 mm × 54 mm × 10.5 mm.
https://www.google.co.uk/webhp?tab=ww&ei=aTu1VMH2DLOQ7AaEnIDYBQ&ved=0CAkQ1S4#q=what%2
0is%20a%20digital%20audio%20tape
A digital audio tape is a signal
recording andplayback
medium.
MIDI MIDI (/ˈmɪdi/; shortfor Musical Instrument Digital Interface) is a technical standard thatdescribes
a protocol,digital interface and connectors and allows a wide variety of electronic musical
instruments,computers and other related devices to connectand communicate with one another. A single
MIDI link can carry up to sixteen channels ofinformation,each of which can be routed to a separate device.
http://en.wikipedia.org/wiki/MIDI
A MIDI is technicalstandard
that helps equipment connect
with one another.
Software
Sequencers
1. A music sequencer (or simplysequencer) is a device or applicationsoftware thatcan record, edit, or play
back music,by handling note and performance information in several forms,typicallyMIDI or CV/Gate, and
possiblyaudio and automation data for DAWs and plug-ins.
https://www.google.co.uk/webhp?tab=ww&ei=aTu1VMH2DLOQ7AaEnIDYBQ&ved=0CAkQ1S4#q=what%20is%20a%
20software%20sequencer
Software sequencer is a
device that canrecord edit
and playback music.
Software Plug-
ins
In computing,a plug-in (or add-in / addin,plugin, extension or add-on / addon) is a software component
that adds a specific feature to an existing software application.When an application supports plug-ins, it
enables customization.
https://www.google.co.uk/webhp?tab=ww&ei=aTu1VMH2DLOQ7AaEnIDYBQ&ved=0CAkQ1S4#q=what+is+a+softwa
re+plug+ins
Software plug ins is a
software program that adds a
specific feature.
MIDI
Keyboard
Instruments
1. A MIDI keyboard is typically a piano-style user interface keyboarddevice used for sending MIDI signals or
commands over a USB or MIDIcable to other devices connected and operating on the same MIDIprotocol
interface.
https://www.google.co.uk/webhp?tab=ww&ei=aTu1VMH2DLOQ7AaEnIDYBQ&ved=0CAkQ1S4#q=what%2
0is%20a%20midi%20keyboard
Midi keyboard instruments
are instruments that send
signals or commands to other
devices.
AUDIO
SAMPLING
File Size
Constraints -
Bit-depth
In digital audio using pulse-code modulation (PCM),bit depth is the number of bits of information in
each sample,and itdirectly corresponds to the resolution of each sample.Examples ofbitdepth
include CompactDisc Digital Audio,which uses 16 bits per sample,and DVD-Audio and Blu-ray Disc which
can supportup to 24 bits per sample.
http://en.wikipedia.org/wiki/Audio_bit_depth
File size constraints are when
the number ofinformation
there is.
File Size
Constraints -
Sample Rate
In signal processing,sampling is the reduction of a continuous signal to a discrete signal.A common
example is the conversion ofa sound wave (a continuous signal) to a sequence ofsamples (a discrete-time
signal).
http://en.wikipedia.org/wiki/Sampling_%28signal_processing%29
File size constraints is the
reductionof a continuous
signal.