The document discusses creating sound effects in a VST by opening a new MIDI item, experimenting with different VST instruments, creating some basic note patterns, and then playing and rendering the results.
This document is a glossary of terms related to video game design and development. It contains definitions of key terms such as alpha, beta, debug, automation, white-box testing, bugs, game engines, vertex shaders, pixel shaders, and post-processing. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own video game production practice. Accompanying images and video links are also included to illustrate examples of many of the terms.
Ig je game engines_y1_assignment briefBen_Atherton
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 understanding, technical skills, and ability to work independently at a professional level.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for 15 key terms that were researched by the student. For each term, the student provided a short definition found on the internet along with the URL source. They also explained how each term relates to their own production practice for a games design project. The terms covered include Foley artistry, sound libraries, uncompressed and compressed audio file formats like .wav and .mp3, limitations of sound hardware like RAM, and concepts like mono versus stereo audio.
The document describes the process of adding different sounds to a game made in Game Maker. It discusses adding a jump sound to play when the player jumps, an enemy death sound, background music, and menu sounds. For each sound, the author describes importing the audio file, assigning it to the appropriate event (such as jumping or button presses), and setting parameters like whether to loop. Testing is done after each addition to ensure sounds play correctly. The full process results in a game with sound effects, background music, and menu sounds all integrated through Game Maker's audio functionality.
This document discusses audio effects applied to two sound files. The author used EQ to smooth out and clean up a North Pole sound, and boosted its volume as it was quite quiet. A fire sound was also edited with a dub delay effect to make it sound nicer.
The document provides analysis of sound design in video game cutscenes from several popular games including World of Warcraft, Gears of War 3, Borderlands, League of Legends, and Heroes of the Storm. Production techniques used to create specific soundtrack elements are identified, such as foley artistry, field recordings, and audio editing software. Mood, setting, genre, and narrative are described for each cutscene example through analysis of soundtrack, sound effects, and visuals.
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.
To adjust the pitch and rate of sounds, the author slowed down a Hadouken sound from Street Fighter to make it deeper and slower, then sped it up to make it higher pitched and faster. The author also mixed sounds together and adjusted the pitch and rate to create interesting new sounds.
This document is a glossary of terms related to video game design and development. It contains definitions of key terms such as alpha, beta, debug, automation, white-box testing, bugs, game engines, vertex shaders, pixel shaders, and post-processing. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own video game production practice. Accompanying images and video links are also included to illustrate examples of many of the terms.
Ig je game engines_y1_assignment briefBen_Atherton
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 understanding, technical skills, and ability to work independently at a professional level.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for 15 key terms that were researched by the student. For each term, the student provided a short definition found on the internet along with the URL source. They also explained how each term relates to their own production practice for a games design project. The terms covered include Foley artistry, sound libraries, uncompressed and compressed audio file formats like .wav and .mp3, limitations of sound hardware like RAM, and concepts like mono versus stereo audio.
The document describes the process of adding different sounds to a game made in Game Maker. It discusses adding a jump sound to play when the player jumps, an enemy death sound, background music, and menu sounds. For each sound, the author describes importing the audio file, assigning it to the appropriate event (such as jumping or button presses), and setting parameters like whether to loop. Testing is done after each addition to ensure sounds play correctly. The full process results in a game with sound effects, background music, and menu sounds all integrated through Game Maker's audio functionality.
This document discusses audio effects applied to two sound files. The author used EQ to smooth out and clean up a North Pole sound, and boosted its volume as it was quite quiet. A fire sound was also edited with a dub delay effect to make it sound nicer.
The document provides analysis of sound design in video game cutscenes from several popular games including World of Warcraft, Gears of War 3, Borderlands, League of Legends, and Heroes of the Storm. Production techniques used to create specific soundtrack elements are identified, such as foley artistry, field recordings, and audio editing software. Mood, setting, genre, and narrative are described for each cutscene example through analysis of soundtrack, sound effects, and visuals.
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.
To adjust the pitch and rate of sounds, the author slowed down a Hadouken sound from Street Fighter to make it deeper and slower, then sped it up to make it higher pitched and faster. The author also mixed sounds together and adjusted the pitch and rate to create interesting new sounds.
The document describes experiments adjusting the pitch and rate of a sound effect from a video game. The author first halved the speed to make it deeper and slower, then increased the pitch to make it higher pitched and a bit faster, and finally slowed it down while preventing the pitch from changing to create a deep, growling sound.
The document provides character descriptions for members of a zombie-killing band and outlines plans for the game's intro cutscene and sound design. It describes the game Metalpocalypse as a zombie survival and action game inspired by Dead Rising and Left 4 Dead. It then gives personality profiles for each band member, describing their roles and traits. Finally, it outlines that the intro cutscene will show the band noticing zombies and deciding to have fun killing them, and that the sound design will include voiced acting, music, and foley effects to bring the zombie world to life.
The document summarizes the characters and plot of a zombie survival video game being developed. It describes the main influences as Dead Rising and Left 4 Dead, specifically a level where the player must fend off waves of zombies at a rock concert. This gave the developers the idea to feature a band trying to survive a zombie apocalypse. It then introduces the four band members - the sarcastic leader Alex, fun-loving drummer Freddy, scared but lighthearted bassist Hank, and the distant, awkward Fergus who is only in the band for the music. The opening cut scene is described, showing the band initially panicking but then having fun killing zombies with their instruments and joking around.
Hank and his bandmates in a metal band hear groaning coming from outside their studio. Hank looks out the window and sees zombies attacking. The band decides to fight off the zombies by hitting them with their guitars. They have a competition on who can get the most points by hitting zombies in different body parts. Though the situation is dire with their families possibly dead, they find humor and fun in battling the zombies with their instruments as a way to cope with the apocalyptic world that has formed outside.
To edit the volume and pan of a sound, the user had to enable the envelope for volume and pan in the envelopes section, which allowed adding points to edit the volume level or pan position over time. Volume changes the loudness of a sound and pan changes whether it is more left or right, and the user applied both effects to make some sounds seem more realistic.
Sequencing sounds in Reaper requires using the media explorer to drag sound effects from a sound library into the program. These audio tracks can then be sequenced together and their top corners dragged to fade sounds in or out, creating a sequence of sounds with smooth transitions.
The band members discover zombies outside their studio. They decide to fight the zombies by using their guitars as weapons, turning the serious situation into a game by assigning points for different kills. They all run out screaming, ready to battle the horde of undead. Though one member questions how this will make the situation of their likely dead families fun, they go along with killing zombies in a misguided attempt to find humor in the dire circumstances.
Ben Atherton is a student at Salford City College's Eccles Sixth Form Centre pursuing a 90 Credit Diploma in Creative Media Production in Games Design. He attended St James CofE High School from 2008 to 2012 and Salford City College Eccles Sixth Form Centre from 2012 to 2014. His qualifications include GCSEs in Mathematics, English, Physics, Biology, History, ICT, and RE. He has work experience at Bolton Council's Finance and Environmental Department and skills in being hard working, reliable, keen, enthusiastic, and having good problem solving abilities. His interests include music, gaming, and socializing. His referee is Harry Arnold, his New Media Tutor at Eccles Sixth Form
_ ig2 game audio cut sequence production_2014 to 2015Ben Atherton
This document provides an assignment brief for a qualification in creative media production focusing on games design. The assignment involves producing audio assets for computer game cut sequences, including field recordings, script writing, sound editing, and implementing sounds into a game. It outlines 11 tasks to demonstrate understanding of sound design principles, analyze existing game audio, write a script, create a budget, pitch an idea, record dialogue, apply effects, generate sounds, assemble a cut sequence, select sounds for a game, and document sound implementation. The deadline is June 5th, 2015.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
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
The document describes experiments adjusting the pitch and rate of a sound effect from a video game. The author first halved the speed to make it deeper and slower, then increased the pitch to make it higher pitched and a bit faster, and finally slowed it down while preventing the pitch from changing to create a deep, growling sound.
The document provides character descriptions for members of a zombie-killing band and outlines plans for the game's intro cutscene and sound design. It describes the game Metalpocalypse as a zombie survival and action game inspired by Dead Rising and Left 4 Dead. It then gives personality profiles for each band member, describing their roles and traits. Finally, it outlines that the intro cutscene will show the band noticing zombies and deciding to have fun killing them, and that the sound design will include voiced acting, music, and foley effects to bring the zombie world to life.
The document summarizes the characters and plot of a zombie survival video game being developed. It describes the main influences as Dead Rising and Left 4 Dead, specifically a level where the player must fend off waves of zombies at a rock concert. This gave the developers the idea to feature a band trying to survive a zombie apocalypse. It then introduces the four band members - the sarcastic leader Alex, fun-loving drummer Freddy, scared but lighthearted bassist Hank, and the distant, awkward Fergus who is only in the band for the music. The opening cut scene is described, showing the band initially panicking but then having fun killing zombies with their instruments and joking around.
Hank and his bandmates in a metal band hear groaning coming from outside their studio. Hank looks out the window and sees zombies attacking. The band decides to fight off the zombies by hitting them with their guitars. They have a competition on who can get the most points by hitting zombies in different body parts. Though the situation is dire with their families possibly dead, they find humor and fun in battling the zombies with their instruments as a way to cope with the apocalyptic world that has formed outside.
To edit the volume and pan of a sound, the user had to enable the envelope for volume and pan in the envelopes section, which allowed adding points to edit the volume level or pan position over time. Volume changes the loudness of a sound and pan changes whether it is more left or right, and the user applied both effects to make some sounds seem more realistic.
Sequencing sounds in Reaper requires using the media explorer to drag sound effects from a sound library into the program. These audio tracks can then be sequenced together and their top corners dragged to fade sounds in or out, creating a sequence of sounds with smooth transitions.
The band members discover zombies outside their studio. They decide to fight the zombies by using their guitars as weapons, turning the serious situation into a game by assigning points for different kills. They all run out screaming, ready to battle the horde of undead. Though one member questions how this will make the situation of their likely dead families fun, they go along with killing zombies in a misguided attempt to find humor in the dire circumstances.
Ben Atherton is a student at Salford City College's Eccles Sixth Form Centre pursuing a 90 Credit Diploma in Creative Media Production in Games Design. He attended St James CofE High School from 2008 to 2012 and Salford City College Eccles Sixth Form Centre from 2012 to 2014. His qualifications include GCSEs in Mathematics, English, Physics, Biology, History, ICT, and RE. He has work experience at Bolton Council's Finance and Environmental Department and skills in being hard working, reliable, keen, enthusiastic, and having good problem solving abilities. His interests include music, gaming, and socializing. His referee is Harry Arnold, his New Media Tutor at Eccles Sixth Form
_ ig2 game audio cut sequence production_2014 to 2015Ben Atherton
This document provides an assignment brief for a qualification in creative media production focusing on games design. The assignment involves producing audio assets for computer game cut sequences, including field recordings, script writing, sound editing, and implementing sounds into a game. It outlines 11 tasks to demonstrate understanding of sound design principles, analyze existing game audio, write a script, create a budget, pitch an idea, record dialogue, apply effects, generate sounds, assemble a cut sequence, select sounds for a game, and document sound implementation. The deadline is June 5th, 2015.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
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
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
1. VST ProducedSoundEffects
For my VSTsoundeffectsIcreateda new midi itemandthenwentintothe VSTinstrumentsand
messedaroundwithafewdifferentinstruments andthenIcreatedsome basicnote patternsandlet
it playandthenrenderedthe results