Game Development Essentials An Introduction Chapter 9 Audio

  • Slides: 14
Download presentation
Game Development Essentials An Introduction

Game Development Essentials An Introduction

Chapter 9 Audio creating the atmosphere

Chapter 9 Audio creating the atmosphere

Key Chapter Questions ■ Why is audio an important aspect of game development? ■

Key Chapter Questions ■ Why is audio an important aspect of game development? ■ How are voiceovers, sound effects, and music used effectively in a game? ■ What is the difference between looping and adaptive music? ■ How is game composing different from film scoring? ■ What are the different formats and tools used in game audio?

Importance of Game Audio • • Atmosphere/mood Gameplay cues Heighten player satisfaction Enhance quality

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) Wave table synthesis

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

FM Synthesis The Yamaha DX 7 synthesizer uses FM synthesis to generate sounds from

FM Synthesis The Yamaha DX 7 synthesizer uses FM synthesis to generate sounds from mathematical data associated with sound waves.

Samplers The Fairlight CMI (expensive hardware-based pioneer), Emu E 4 (modular unit), and Gigastudio

Samplers The Fairlight CMI (expensive hardware-based pioneer), Emu E 4 (modular unit), and Gigastudio (software) represent three different eras in sampling tools.

DLS 2 Microsoft’s Direct. Music Producer—which supports DLS 2—is a popular tool used by

DLS 2 Microsoft’s Direct. Music Producer—which supports DLS 2—is a popular tool used by game audio professionals because it allows for game-specific dynamic audio creation.

Redbook Audio is used for commercial games distributed on CDs.

Redbook Audio is used for commercial games distributed on CDs.

Sound Effects • Feedback & cues • Timing • Warning • Event-based • Foley

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

Voiceovers • Spoken dialogue & narration • Out of context • Multiple versions •

Voiceovers • Spoken dialogue & narration • Out of context • Multiple versions • Actors work solo Voice actor Michael Yurchak

Music • Sets the tone • Provides cues • Score vs. song • Game

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

Music Soundtracks are recorded in a home recording studio (Aaron Marks’ depicted) or a

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

Summary • Importance of game audio • Game audio formats • Sound effects •

Summary • Importance of game audio • Game audio formats • Sound effects • Voiceovers • Music