Unit 73: Sound for Computer Games
Psychology of sound
1.The Witcher 3 whenever the main character is getting attacker by something battle music plays which informs the player of the danger even if the player doesn’t see it. Speech in this game is used in dialogue and at random times when the player approaches the NPC
2. Monster hunter freedom unite is this game when ever the player completes an objective the end of level music plays which informs the user that the level is about to end. also this gives the player a seance of accomplishment because the player knows that they have completed the level. this music plays every time after completing the level and this would allow the player to adapt and remember the music.
3. Super Mario Bros in this game when Mario becomes invincible specific music plays to indicate that the player in invincible. at this time when the music plays since its iconic the player knows what he/she can do and what cant he/she do e.g. run off the stage.
Understanding Sound design theory
A. For this task I've chosen the monster hunter games for my examples:
for these games the game makers used this specific music to give tension to the battles for example form the newest game there is a monster called nergigante which is a elder dragon which are considered to be so strong that they could destroy the world in a few hours and the music that goes with the fight is intense and creates the emotion of fear and excitement because for the song the player knows that the fight is going to be difficult and long. It works because it gets the player excited about the fight.
B.music and sound is important in game development because its what sets the mood and the atmosphere for the player before he/she sees the level. also the music and sound can create emotions for the player in certain scenarios eg a character dies in game and sad music plays.
C.
waveform: A waveform is a representation of how alternating current (AC) varies with time.
wavelength: A wavelength is a measure of distance between two identical peaks (high points) or troughs (low points) in a wave a repeating pattern of traveling energy like light or sound.
amplitude:Amplitude is important when balancing and controlling the loudness of sounds, such as with the volume control on your CD player
frequency: An audio frequency (abbreviation: AF) or audible frequency is characterised as a periodic vibration whose frequency is audible to the average human.
pitch;Pitch is a perceptual property of sounds that allows their ordering on a frequency-related scale, or more commonly, pitch is the quality that makes it possible to judge sounds as "higher" and "lower" in the sense associated with musical melodies.
Hertz (Hz);The hertz (symbol: Hz) is the derived unit of frequency in the International System of Units (SI) and is defined as one cycle per second
decibel level (dB); decibel level is how loud the sound or music is.
sound generator (loudspeaker):A programmable sound generator, or PSG, is a sound chip that generates sound waves by synthesizing multiple basic waveforms, and often some kind of noise generator (all controlled by writing data to dedicated registers in the sound chip, hence the name) and combining and mixing these waveforms into a complex waveform, then shaping the amplitude envelope of the resulting waveform using attack, decay, sustain, and release time periods, so that the resulting waveform then mimics a certain kind of sound.
D.
Foley effects are sound effects added to the film during post production (after the shooting stops). They include sounds such as footsteps, clothes rustling, crockery clinking, paper folding, doors opening and slamming, punches hitting, glass breaking, etc. etc. In other words, many of the sounds that the sound recordists on set did their best to avoid recording during the shoot.
Music, FX and legal considerations
1. emailing creators for access to their work, royalty free, creativity.
2.
Game 1: counter strike global offensive the purpose of the music in this game is to set the mood/ atmosphere in the game making it exciting in this case. this game has three songs one in the menu, one at the start of a round and one at the end of the round. the menu music sets the mood for the game the music is serious and makes the player mentally prepared for the game. the second music is at the start of the round, the music makes the player motivated and gets them excited about what is to come and the last music that plays is the end of the round music which makes the player feel accomplished.
Game 2: monster hunter world. the music in this game sets the mood of adventure. in this game there is multiple songs playing at different times for example when the player loads into the main menu music starts playing that sets the theme of mister which encourages the player to explore the game. also there is music for each monster which is different with every monster it makes the player excited to fight the monster.
Game 3: overwatch in this game the music is used to excite the player and also give them a feeling of accomplishment for example when the match is finished a song plays which indicates that the team won the game making the players feel accomplished.
3. the legal considerations when using or creating music is copyright. this is considered because the original owner could sue you for using his or her work with out their permition.
Understand the methods and principles of sound design and production
wav: Waveform Audio File Format (WAVE, or more commonly known as WAV due to its filename extension) (rarely, Audio for Windows) is a Microsoft and IBM audio file format standard for storing an audio bitstream on PCs.
aiff: Audio Interchange File Format (AIFF) is an audio file format standard used for storing sound data for personal computers and other electronic audio devices.
au:The AU file extension is a data format associated to Sun Microsystems. AU files store the data in three parts: a header (24 bytes), a variable length annotation block, and the actual audio data
smp:The .smpfile is a digital audio file in SampleVision's SMP format that allowed only 16-bit mono sound and provided support for loops. It is supported by several sound editors that can still open and use .smp samples directly, converting their audio data automatically if needed
voc: VOC files can contain audio clips, music files, instrument sounds and sound effects that are used with the associated hardware device. The VOC file format is a compressed file format, allowing for a reduction in the size of the audio file that is stored on the user's hard drive.
mp3:MP3 (formally MPEG-1 Audio Layer III or MPEG-2 Audio Layer III) is an audio coding format for digital audio. Originally defined as the third audio format of the MPEG-1 standard, it was retained and further extended—defining additional bit rates and support for more audio channels—as the third audio format of the subsequent MPEG-2 standard. A third version, known as MPEG 2.5—extended to better support lower bit rates—is commonly implemented, but is not a recognized standard.
ra: RA is a file extension for a streaming audio file format used by RealNetworks' RealPlayer. An RA file generally contains audio data encoded in the proprietary RealAudio codec
vox: Dialogic ADPCM or VOX is an audio file format, optimized for storing digitized voice data at a low sampling rate. VOX files are most commonly found in telephony applications, as well as an occasional arcade redemption game. It uses a lossy compressionalgorithm, optimized for voice, not high fidelity.
1. How can resolution and bit-depth constrain file size?
the higher the resolution the bigger the file size because if the resolution is higher there is more pixels to display taking up more space same with bit depth the are many colours and shades to display which would take more space.
2.
Sample rate:
Sample rate is the number of samples of audio carried per second, measured in Hz or kHz (one kHz being 1 000 Hz). For example, 44 100 samples per second can be expressed as either 44 100 Hz, or 44.1 kHz. Bandwidth is the difference between the highest and lowest frequencies carried in an audio stream.
Mono: Mono uses one, stereo uses more than one. In monauralsound one single channel is used. It can be reproduced through several speakers, but all speakers are still reproducing the same copy of the signal. In stereophonicsound more channels are used (typically two).
Stereo: Stereophonic sound or, more commonly, stereo, is a method of sound reproduction that creates an illusion of multi-directional audible perspective. This is usually achieved by using two or more independent audio channels through a configuration of two or more loudspeakers (or stereo headphones) in such a way as to create the impression of sound heard from various directions, as in natural hearing.
Surround: Surround sound is a technique for enriching the sound reproduction quality of an audio source with additional audio channels from speakers that surround the listener (surround channels). Its first application was in movie theaters. Prior to surround sound, standard theater sound systems had three "screen channels" of sound, emitted by loudspeakers located only in front of the audience: at the left, center, and right.
Exercise 2
Audio Limitations of Games Platforms
DSP – Digital Signal Processor
Digital signal processing (DSP) is the process of analyzing and modifying a signal to optimize or improve its efficiency or performance. It involves applying various mathematical and computational algorithms to analog and digital signals to produce a signal that's of higher quality than the original signal.
RAM – Random Access Memory
Alternatively referred to as main memory, primary memory, or system memory, Random Access Memory (RAM) is a hardware device that allows information to be stored and retrieved on a computer. RAM is usually associated with DRAM, which is a type of memory module. Because information is accessed randomly instead of sequentially like it is on a CD or hard drive, the computer can access the data much faster. However, unlike ROM or the hard drive, RAM is a volatile memory and requires power to keep the data accessible. If the computer is turned off, all data contained in RAM is lost.
File format (eg Mp3, Wav, Aiff):
In a computer, a file format is the layout of a file in terms of how the data within the file is organized. A program that uses the data in a file must be able to recognize and possibly access data within the file. For example, the program that we call a Web browser is able to process and display a file in the HTML file format so that it appears as a Web page, but it cannot display a file in a format designed for Microsoft's Excel program.
Audio output (eg Mono, Stereo, Surround).
audio output is
PCM – Pulse Code Modulation
1.The Witcher 3 whenever the main character is getting attacker by something battle music plays which informs the player of the danger even if the player doesn’t see it. Speech in this game is used in dialogue and at random times when the player approaches the NPC
2. Monster hunter freedom unite is this game when ever the player completes an objective the end of level music plays which informs the user that the level is about to end. also this gives the player a seance of accomplishment because the player knows that they have completed the level. this music plays every time after completing the level and this would allow the player to adapt and remember the music.
3. Super Mario Bros in this game when Mario becomes invincible specific music plays to indicate that the player in invincible. at this time when the music plays since its iconic the player knows what he/she can do and what cant he/she do e.g. run off the stage.
Understanding Sound design theory
A. For this task I've chosen the monster hunter games for my examples:
for these games the game makers used this specific music to give tension to the battles for example form the newest game there is a monster called nergigante which is a elder dragon which are considered to be so strong that they could destroy the world in a few hours and the music that goes with the fight is intense and creates the emotion of fear and excitement because for the song the player knows that the fight is going to be difficult and long. It works because it gets the player excited about the fight.
B.music and sound is important in game development because its what sets the mood and the atmosphere for the player before he/she sees the level. also the music and sound can create emotions for the player in certain scenarios eg a character dies in game and sad music plays.
C.
waveform: A waveform is a representation of how alternating current (AC) varies with time.
wavelength: A wavelength is a measure of distance between two identical peaks (high points) or troughs (low points) in a wave a repeating pattern of traveling energy like light or sound.
amplitude:Amplitude is important when balancing and controlling the loudness of sounds, such as with the volume control on your CD player
frequency: An audio frequency (abbreviation: AF) or audible frequency is characterised as a periodic vibration whose frequency is audible to the average human.
pitch;Pitch is a perceptual property of sounds that allows their ordering on a frequency-related scale, or more commonly, pitch is the quality that makes it possible to judge sounds as "higher" and "lower" in the sense associated with musical melodies.
Hertz (Hz);The hertz (symbol: Hz) is the derived unit of frequency in the International System of Units (SI) and is defined as one cycle per second
decibel level (dB); decibel level is how loud the sound or music is.
sound generator (loudspeaker):A programmable sound generator, or PSG, is a sound chip that generates sound waves by synthesizing multiple basic waveforms, and often some kind of noise generator (all controlled by writing data to dedicated registers in the sound chip, hence the name) and combining and mixing these waveforms into a complex waveform, then shaping the amplitude envelope of the resulting waveform using attack, decay, sustain, and release time periods, so that the resulting waveform then mimics a certain kind of sound.
D.
Foley effects are sound effects added to the film during post production (after the shooting stops). They include sounds such as footsteps, clothes rustling, crockery clinking, paper folding, doors opening and slamming, punches hitting, glass breaking, etc. etc. In other words, many of the sounds that the sound recordists on set did their best to avoid recording during the shoot.
Music, FX and legal considerations
1. emailing creators for access to their work, royalty free, creativity.
2.
Game 1: counter strike global offensive the purpose of the music in this game is to set the mood/ atmosphere in the game making it exciting in this case. this game has three songs one in the menu, one at the start of a round and one at the end of the round. the menu music sets the mood for the game the music is serious and makes the player mentally prepared for the game. the second music is at the start of the round, the music makes the player motivated and gets them excited about what is to come and the last music that plays is the end of the round music which makes the player feel accomplished.
Game 2: monster hunter world. the music in this game sets the mood of adventure. in this game there is multiple songs playing at different times for example when the player loads into the main menu music starts playing that sets the theme of mister which encourages the player to explore the game. also there is music for each monster which is different with every monster it makes the player excited to fight the monster.
Game 3: overwatch in this game the music is used to excite the player and also give them a feeling of accomplishment for example when the match is finished a song plays which indicates that the team won the game making the players feel accomplished.
3. the legal considerations when using or creating music is copyright. this is considered because the original owner could sue you for using his or her work with out their permition.
Understand the methods and principles of sound design and production
wav: Waveform Audio File Format (WAVE, or more commonly known as WAV due to its filename extension) (rarely, Audio for Windows) is a Microsoft and IBM audio file format standard for storing an audio bitstream on PCs.
aiff: Audio Interchange File Format (AIFF) is an audio file format standard used for storing sound data for personal computers and other electronic audio devices.
au:The AU file extension is a data format associated to Sun Microsystems. AU files store the data in three parts: a header (24 bytes), a variable length annotation block, and the actual audio data
smp:The .smpfile is a digital audio file in SampleVision's SMP format that allowed only 16-bit mono sound and provided support for loops. It is supported by several sound editors that can still open and use .smp samples directly, converting their audio data automatically if needed
voc: VOC files can contain audio clips, music files, instrument sounds and sound effects that are used with the associated hardware device. The VOC file format is a compressed file format, allowing for a reduction in the size of the audio file that is stored on the user's hard drive.
mp3:MP3 (formally MPEG-1 Audio Layer III or MPEG-2 Audio Layer III) is an audio coding format for digital audio. Originally defined as the third audio format of the MPEG-1 standard, it was retained and further extended—defining additional bit rates and support for more audio channels—as the third audio format of the subsequent MPEG-2 standard. A third version, known as MPEG 2.5—extended to better support lower bit rates—is commonly implemented, but is not a recognized standard.
ra: RA is a file extension for a streaming audio file format used by RealNetworks' RealPlayer. An RA file generally contains audio data encoded in the proprietary RealAudio codec
vox: Dialogic ADPCM or VOX is an audio file format, optimized for storing digitized voice data at a low sampling rate. VOX files are most commonly found in telephony applications, as well as an occasional arcade redemption game. It uses a lossy compressionalgorithm, optimized for voice, not high fidelity.
1. How can resolution and bit-depth constrain file size?
the higher the resolution the bigger the file size because if the resolution is higher there is more pixels to display taking up more space same with bit depth the are many colours and shades to display which would take more space.
2.
Sample rate:
Sample rate is the number of samples of audio carried per second, measured in Hz or kHz (one kHz being 1 000 Hz). For example, 44 100 samples per second can be expressed as either 44 100 Hz, or 44.1 kHz. Bandwidth is the difference between the highest and lowest frequencies carried in an audio stream.
Mono: Mono uses one, stereo uses more than one. In monauralsound one single channel is used. It can be reproduced through several speakers, but all speakers are still reproducing the same copy of the signal. In stereophonicsound more channels are used (typically two).
Stereo: Stereophonic sound or, more commonly, stereo, is a method of sound reproduction that creates an illusion of multi-directional audible perspective. This is usually achieved by using two or more independent audio channels through a configuration of two or more loudspeakers (or stereo headphones) in such a way as to create the impression of sound heard from various directions, as in natural hearing.
Surround: Surround sound is a technique for enriching the sound reproduction quality of an audio source with additional audio channels from speakers that surround the listener (surround channels). Its first application was in movie theaters. Prior to surround sound, standard theater sound systems had three "screen channels" of sound, emitted by loudspeakers located only in front of the audience: at the left, center, and right.
Exercise 2
Audio Limitations of Games Platforms
DSP – Digital Signal Processor
Digital signal processing (DSP) is the process of analyzing and modifying a signal to optimize or improve its efficiency or performance. It involves applying various mathematical and computational algorithms to analog and digital signals to produce a signal that's of higher quality than the original signal.
RAM – Random Access Memory
Alternatively referred to as main memory, primary memory, or system memory, Random Access Memory (RAM) is a hardware device that allows information to be stored and retrieved on a computer. RAM is usually associated with DRAM, which is a type of memory module. Because information is accessed randomly instead of sequentially like it is on a CD or hard drive, the computer can access the data much faster. However, unlike ROM or the hard drive, RAM is a volatile memory and requires power to keep the data accessible. If the computer is turned off, all data contained in RAM is lost.
File format (eg Mp3, Wav, Aiff):
In a computer, a file format is the layout of a file in terms of how the data within the file is organized. A program that uses the data in a file must be able to recognize and possibly access data within the file. For example, the program that we call a Web browser is able to process and display a file in the HTML file format so that it appears as a Web page, but it cannot display a file in a format designed for Microsoft's Excel program.
Audio output (eg Mono, Stereo, Surround).
audio output is
PCM – Pulse Code Modulation
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