Audio In Games
Wednesday, 29 January 2014
Wednesday, 15 January 2014
Adobe Auditon
- Frequency: The pitch or high and low sound of the sound wave. It also measures the distance between the top and bottom of the sound wave.
- Ampitude: The technical term for how loud the sound is. The larger the sound wave, the louder the sounds.
- UI - Left hand side drop box and media centre. Right hand side is dB meter and the time is along the top of the wavelength. Click and drag to select section, edit by pressing delete, copy paste and more.
This is a screenshot of the same track as above, but i have used some of the techniques to change the order and structure of the entire piece. It now makes no sense and it also doesn't really sound nice. I may have also used some voice modulation on his voice to change the pitch and frequency. Also i cut out the gaps betweeen breaths so it is now one breathless monologue.
Wednesday, 20 November 2013
Storyboard Research
Wednesday, 23 October 2013
Aspect of Sound
1.Creating atmosphere -
This may set the overall them, sound is core to making a space a place
2.Assigning meaning to an event
couple kissing happy sound of pick ups
3.Appeal to a certain market
dj hero vs guitar hero
4.Providing rhythem for gameplay
5.Cueing gameplay events
5.1 surround sound moises coming from a certain direction, stealth games
6.Linked to broarder set of concepts
Sound and music may have deeoer contextual releveance to individuals.
Task 1:
Individually looking at your list of games from the previous week, pick 2 and apply the categories to those games. Establish what is happening at those moments in game and what sounds you are hearing.
Task 2:
Look at one of your favourite films and apply the same categories to it.
http://www.youtube.com/watch?v=A8ECosmQig0 - Assassins creed 4 chase gameplay
1. There're two different levels of atmosphere in this game play. For example the first part of the gameplay shows the character being very stealthy. Where as later on in the video there is a chase scene which consist of fast paced music and a more exciting and action based experience. To create a stealthy atmosphere the developers have created suspense and calmness in the game's music. The guards do seem to react to your presents however they do not engage you unless seen. There has to be a system in place where the local AI are made aware that you are in the area and decide to behave in a certain way. For example different AI units may patrol different areas depnding on whether you are in the same area or not. This adds a lot of freedom and suspense to stealthy gameplay and creates a real tense atmosphere when behind enemy lines.
2. Several different sounds happen to help the player know what event has just passed. For example, during the stealth gameplay the assassing jumps offa roof and into some bushes. There are two sounds that play. One is the reactive sound of the character interacting with the bushes, and the other sound is the one to indicate to the player that they have now entered a hidden state in which they cannot be seen or investigated.
This may set the overall them, sound is core to making a space a place
2.Assigning meaning to an event
couple kissing happy sound of pick ups
3.Appeal to a certain market
dj hero vs guitar hero
4.Providing rhythem for gameplay
5.Cueing gameplay events
5.1 surround sound moises coming from a certain direction, stealth games
6.Linked to broarder set of concepts
Sound and music may have deeoer contextual releveance to individuals.
Task 1:
Individually looking at your list of games from the previous week, pick 2 and apply the categories to those games. Establish what is happening at those moments in game and what sounds you are hearing.
Task 2:
Look at one of your favourite films and apply the same categories to it.
http://www.youtube.com/watch?v=A8ECosmQig0 - Assassins creed 4 chase gameplay
1. There're two different levels of atmosphere in this game play. For example the first part of the gameplay shows the character being very stealthy. Where as later on in the video there is a chase scene which consist of fast paced music and a more exciting and action based experience. To create a stealthy atmosphere the developers have created suspense and calmness in the game's music. The guards do seem to react to your presents however they do not engage you unless seen. There has to be a system in place where the local AI are made aware that you are in the area and decide to behave in a certain way. For example different AI units may patrol different areas depnding on whether you are in the same area or not. This adds a lot of freedom and suspense to stealthy gameplay and creates a real tense atmosphere when behind enemy lines.
2. Several different sounds happen to help the player know what event has just passed. For example, during the stealth gameplay the assassing jumps offa roof and into some bushes. There are two sounds that play. One is the reactive sound of the character interacting with the bushes, and the other sound is the one to indicate to the player that they have now entered a hidden state in which they cannot be seen or investigated.
Wednesday, 9 October 2013
Top 10 Gaming Tracks
10. Pokemon Red "Battle Theme" http://www.youtube.com/watch?v=2Jmty_NiaXc
9. Star Wars Jedi Power Battles "Star Wars Theme - John Williams" http://www.youtube.com/watch?v=g0uplUvP_Qg
8. Need for speed Underground 2. "Black Betty - Ram Jam" http://www.youtube.com/watch?v=lMLnDuzgkjo
7.
6.
5.
4. Assassins Creed 3 "Woodkid - Iron" http://www.youtube.com/watch?v=vSkb0kDacjs
3. Gears of War "Mad World - Tears for Fears" http://www.youtube.com/watch?v=ccWrbGEFgI8
2. Rome : Total War - "Soundtrack" http://www.youtube.com/watch?v=461IBmPnVl8
1. Halo : Combat Evolved - "Halo - Martin O'Donnell and Michael Salvatori" http://www.youtube.com/watch?v=e6JK3fhYE1w
9. Star Wars Jedi Power Battles "Star Wars Theme - John Williams" http://www.youtube.com/watch?v=g0uplUvP_Qg
8. Need for speed Underground 2. "Black Betty - Ram Jam" http://www.youtube.com/watch?v=lMLnDuzgkjo
7.
6.
5.
4. Assassins Creed 3 "Woodkid - Iron" http://www.youtube.com/watch?v=vSkb0kDacjs
3. Gears of War "Mad World - Tears for Fears" http://www.youtube.com/watch?v=ccWrbGEFgI8
2. Rome : Total War - "Soundtrack" http://www.youtube.com/watch?v=461IBmPnVl8
1. Halo : Combat Evolved - "Halo - Martin O'Donnell and Michael Salvatori" http://www.youtube.com/watch?v=e6JK3fhYE1w
Adaptive and Reactive Sounds in Movies
In games there are two main types of sound. Sound that is created by the player (reactive) and sounds that already exist in the world (adaptive).
Examples of reactive sounds:
Fancy Pants Adventure 3
Examples of reactive sounds:
Fancy Pants Adventure 3
Reactive sound
Jumping
opening doors
collecting things
Killing enemies
sliding
Jumping
opening doors
collecting things
Killing enemies
sliding
Adaptive sound
Music
Characters talking
Music
Characters talking
Battlefield 4
Reactive sound
-Gun firing
-Footsteps as you walk and run
-Give commands
-Skyscrpaer falling
Adavptive sound
Ambient sounds ( Mortar fire, explosions)
Elevator music
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