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Audio

Audio. creating the atmosphere. Importance of Game Audio. Atmosphere/mood Gameplay cues Heighten player satisfaction Enhance quality of a game Immersion Reinforce interface Convey physical/tactile sensation. Game Audio Formats. FM (frequency modulation) synthesis MOD (module)

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Audio

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  1. Audio creating the atmosphere

  2. Importance of Game Audio • Atmosphere/mood • Gameplay cues • Heighten player satisfaction • Enhance quality of a game • Immersion • Reinforce interface • Convey physical/tactile sensation

  3. Game Audio Formats • FM (frequency modulation) synthesis • MOD (module) • Wave table synthesis • Tracked audio • MIDI (musical instrument digital interface) • Sampled audio • DLS (downloadable sounds)

  4. FM Synthesis The Yamaha DX7 synthesizer uses FM synthesis to generate sounds from mathematical data associated with sound waves.

  5. FM Synthesis • http://www.sonicstate.com/video/?manid=211

  6. Samplers The Fairlight CMI (expensive hardware-based pioneer), Emu E4 (modular unit), and Gigastudio (software) represent three different eras in sampling tools.

  7. Samplers • http://video.google.com/videoplay?docid=-3403742606016512980&ei=r7n8SYXfFYXK-wGVs-CSCw&q=Samplers+&hl=en

  8. DLS2 Microsoft’s DirectMusic Producer—which supports DLS2—is a popular tool used by game audio professionals because it allows for game-specific dynamic audio creation.

  9. Direct Music • http://www.youtube.com/watch?v=uVjNRt9AaHQ

  10. Redbook Audio Redbook Audio is used for commercial games distributed on CDs.

  11. Redbook Audio • A good article to read • http://www.gamasutra.com/view/feature/3262/interactive_music_merging_quality_.php • List of games that use Redbook Audio • http://www.vgmrush.com/redbook-list.php • Sound guys for the Sims • http://www.myspace.com/razamike • http://pvachey.free.fr/

  12. Sound Effects • Feedback & cues • Timing • Warning • Event-based • Foley • Sound libraries • Unique identity

  13. Sound Effects • http://www.youtube.com/watch?v=F_rbJ3dI558 • Dee Baker • http://vids.myspace.com/index.cfm?fuseaction=vids.individual&videoid=36217380 • http://www.marblehead.net/foley/specifics.html

  14. Voiceovers • Spoken dialogue & narration • Out of context • Multiple versions • Actors work solo

  15. Voiceovers • http://www.youtube.com/watch?v=nM3TrUPEAKM • Watch this one on your own – it has some nice voice over work: • http://www.youtube.com/watch?v=hyAzNbgyj6g&NR=1

  16. Music • Sets the tone • Provides cues • Score vs. song • Game vs. film scoring • Temp track infatuation • Music libraries • Looping vs adaptive music • No standardized tools • Most deals are buyouts • Game music remixes

  17. Music Soundtracks are recorded in a home recording studio (Aaron Marks’ depicted) or a professional recording studio (Ron Jones conducting).

  18. Game Music • http://www.youtube.com/watch?v=JVHGy9XEF9I

  19. Watch these on your own:they are too long for class but I think they are valuable. • http://www.youtube.com/watch?v=emF8VAaIs8I&feature=related • http://www.youtube.com/watch?v=DiPdjbsiQqM

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