Unit 73: Sound
1/5/19
What is Sound?
Aircon
Ocean
White noise
heavy breathing
sounds are made from air waves.
when bongos are played, one will give a lower pitch in compared to the other.
it created a sine wave.
wavelength and amplitude.
wavelength is the length of the sound.
amplitude is the height of the sound.
sound is measured in frequency.
the unit of wavelength is Hz.
the unit for amplitude is lambda, (uL)
humans listen between 20Hz - 20KHz


Foley
Pitch and sound types
http://www.sengpielaudio.com/calculator-notenames.htm
middle C pitch is 261.6 Hz
Bass Guitar
Drums
harmonics
Timbre
Qualities of the sound.
Vibration of harmonics at the same time producing the pitch.
strength of the Harmonics produce Timbre.
Example and Explain
Timbre - the tone of a note upon something like as base or drum to produce a Middle 'C' Pitch at the same time, the very colour of the tone.
Loudness - music, voice, SFX, level, measured in dB (decibels).
5.5 PPM - voice
4.5 PPM - SFX
3.5 PPM - music
AVOID DISTORTION WHICH IS 6+PPM
PPM Meter

V.U. Meter

both measure in dBs.
Sound Source
things that produce sound
music)
https://www.youtube.com/watch?v=ZKwhxGlvb7M
musical sounds originate from people using Foley in combination with standard instruments. these different sound can be tapping on cardboard, coins scratching on guitar strings and opening and closing match boxes and other objects being manipulated by
it involves instruments.
a hoomans to work the system.
explain fully how the sound is produced
sfx)
https://www.youtube.com/watch?v=eobm9HzVnvI
https://www.youtube.com/watch?v=U_tqB4IZvMk
https://www.youtube.com/watch?v=WnozP8OWeik
https://www.youtube.com/watch?v=1lTYPvArbGo
https://www.youtube.com/watch?v=I8h5HBtYBo8
different people use different shoes and material to produce sound effects. these can range from from dried leaves, celery being broken the recreate bones breaking, the use of a four string base to recreate Gojira's roar.
voice)
https://www.sound-ideas.com/Page/what-is-foley.aspx
https://www.youtube.com/watch?v=H6p_RlIq5-4
what is a sound source?
something that vibrates between 20 times a second and 20,000 times a second and therefore makes a pressure wave.
8/5/19
what is the purpose of video game sound?
Immersion, atmosphere building, characters definition, portray emotions, making the player feel a certain way, informing player of events and bringing the game to life.
examples of game sound and music.
https://www.youtube.com/watch?v=XKjOJuPjiu4 - the theme of infinite
https://www.youtube.com/watch?v=9Yw5jkAHgME - drowning theme from sonic 1
https://www.youtube.com/watch?v=-0nNALFR1hs - phantom ruby sound effect
https://www.youtube.com/watch?v=9i4T6nRPC1Q - smash bat sound effect
https://www.youtube.com/watch?v=_Y75gtRN3jE - big neptune voice clips
https://www.youtube.com/watch?v=2tZylE1A3-c - futaba from persona 5
how the player feels
direction regarding emotion.
without sound it would be lifeless and barren.
the psychology
balance between voice, effects and music
music - 3.5 ppm
SFX - 4.5 ppm
voice - 3.5 ppm
calm:
music - https://www.youtube.com/watch?v=o5IeSHiraYU - the calm themes from persona 4. this soudtrack is able to convey a vast multitude of emotions.
SFX - Light breeze, rustling leaves, people talking calmly.
voice - soft spoken, caring, kind, uplifting. people not concerned with what about to happen and living in the now.
https://www.youtube.com/watch?v=KQPc8fqF98M - this is the best example of forest sounds
Timbre, Emotion, Mood.
Timbre is voice as it has multiple variety Timbre, same goes for music and sound effects.
if theirs a war-zone, what would be heard?
people screaming for help, explosions from grenades and missiles, tanks on the move, trench through murky water, gas being let off people shouting at you, people dying, losing limbs, getting blown-up.
Audio Environment
digetic sound - immersed sound. whatever is in the gaming world.
effect - gun fires when you fire in game. linked to the avatar of the player. Luigi's voice in the Mario franchise.
Z-one - rain, environment. generally one sound of ambience, it's persistent but can vary. the stomping in slender.
Interface - the HUD. this is not a part of life as we know it.
affect - expresses the setting of the level/game.
non-digetic sound - sound that the avatar cannot hear.
you'll revolve around each of the sounds. without the all aspects of sounds
you need I.E.Z.A to make a good game.
choose a game and write the choices made by the GD regarding I.E.Z.A
Persona 5 sound (developed by Tsuchiya Kenichi).
Kenichi said in an interview:
“If it moves, it’ll make a sound”. Not just simple movements due to the physics of the world but the feeling of time and the human mind moving.Showing the passing of time via sounds is also very important, be it a black screen, during sleep etc sounds will always be there and will always change, and that’s how I view sound and how I would implement it from my mind into the game.
https://www.youtube.com/watch?v=jqGxAN6O4A4
within the games intro alone whenever any of the characters move, a sound effect is maid, whether it be the doing acrobatics tricks or sliding down the road or the light scathing of a paint brush, prison bars opening, landing on the top of a train.
Effect - sound of the persona being summoned is the only effect i hear in the intro. during a boss fight the movement and heart beat can heard and and the voices in a characters head can be heard. voices portray a sense of being rushed and unprepared at first, after a certain character joins the fight, their tone change to a sense of confidence.
Interface - the sound of the characters jumping through the city, flipping into people and removing ones mask in the intro. interface during the boss would be the stepping sounds, intense wind, the sound of a barista being fired, the power up sounds of special attacks.
Zone - the environmental sound are kept to a minimum in the intro. the ambience of what appears to a tomb lingers. heavy wind can be heard at the top of the boss room. there's also the an ambience of the sound of a flying saucer (alien spaceship), or what people would think what a spaceship from space would sound like.
Affect - the music is portraying the theme of breaking free and finding who someone is. also it portrays a very jazzy feel using violins, bass, drums, jazz piano, main vocals and back-up vocals in the intro. during a boss fight, the music still keeps its jazz, but by adding electric guitars and rising the tempo of the song its becomes one that exists for hyping up the player and giving them the will to beat the boss.
generally speaking, Effect and Interface are activity and affect and zone are setting.
sound sources
Company sound library sound library. Buy.
Foley. Buy.
Voice Acting. Buy.
Software. buy. (Audacity, Pad Tools, Garage Band).
what's the best way to acquire sound sources for my games?
for voice actors. i know about a website where you can write a description about the character and voice actors may plan auditions and i can select he one i like the most.
for the Foley. I'd look for Foley sounds that someone has created and buy the rights for them and/or look for royalty free Foley sound effects.
Methodology of video game sound
recording, mixing, fx
foley recording
Microphone... cardiod



rifle/shotgun mics are the same cardiod mic.
Omni - centre of a table. several sources (e.g.: voices)
Bi - Directional - 2x sources. (E.g.: interviewer and interviewy.)
416 -
methodology - plan
Live room for recording bands The minimum size for a live room to record a normal rock band (two guitars, bass guitar, drums and vocals) is 5 x 4 m and even so there may be significant —bleed“ between the microphones. 6 x 5 m is better and allows for the provision of a drum booth or moveable screens.
for recording a voice actor you need a script, bio of what personality your actor needs to convey and the same stuff as the room size plus a standard mic.
how do you deliver your methodology
lossy and lossless - you'll be delivering a .exe file as your lossy file along with various lossless files.
.wav - p.c. friendly.
.aif - this is for MACS only.
.ac3 - dolby 2.0- this is lossy.
.flac - used for audio files.
.mp3 - it's an mpeg file.
.ogg -
what are the limitations?
budget, time, assets, etc.
R.A.M. - the more detailed the game/video is, the larger the R.A.M. size.
CPU and GPU
Gamemaker - limited to only 2D sprites and limited on assets if you use the free email.
navigetors (safety).
Adobe
Pro Tools
industry standard sound software.
Logic.
game design speakers
wharfedale
Denon
bose
three diferent speaqkers
woofer - bass - low frequency
mid-range speaker - medium frequency.
tweeter - trebble - high frequency
headphones - (immersive)
AKD
bad headphones cause distortion.
0ppm - 5.5ppm
SIZE MATTERS
Lossless = under 500mb
Lossy = 50mb
G.D. create visuals.
space for audio.

I.E.Z.A
all audio files used in game design
.WAV
.AIFF
.FLAC
.MP2
.MP3
.Ogg
29th may 2019
sound test
read the questions carefully
describe - analyse
discuss - two sides to the arguement
22/05/19
age rating
PEGI 18 with violence and strong language. the strong language use is very inappropriate having wordsa like "faggot", "fucker", "slut", "shit", and many more phrases that are considered vulgar, defamitory, homophobic, racist.
https://www.gta5-mods.com/weapons/tags/sound
this link goes to the gun foley sound effects. along with this the game has live gun shot sound effects and the game has a huge sense of realism to the game, having the vehicles speeding up, you can hear the engine revving up, the helicopter blades spinning and much more.
https://www.behindthevoiceactors.com/video-games/Grand-Theft-Auto-V/
this link has a link to all the voice actors. the games cast using the same voice actors from past instalments in the franchise. the voice actor of Franklin Clinton: Shawn Fonteno, taking up the roles of Tarnell and the Grove Street Families in GTA: San Andreas.
http://orcz.com/GTA_V:_Radio_Soundtrack
this link goes to the list of the different songs that are used in the radio soundtrack.
the list being split into songs found in the different stations. the most notable ones for me are: Blue Ark, Channel X, Los Santos Rock Radio.
1) Technical Points in Sound
2) Psychology of the Player
3) Audio Environment
4) Sound Sources
5) Purpose of Music
6) Legal Issues in Sound (music)
7) Methodology of gaming sound
8) Compression of Gaming
9) Audio Limitations, (Sampling), Platforms
10) Recording Systems.
https://stephencarrgames.wordpress.com/2013/11/06/sound-music-audio-limitations-of-game-platforms/
Audio Limitations -
Sound cards – Less advanced sound cards produce less advanced sounds. Sound cards have limitations on the number of audio streams that can be played through them at any time.
Processing power – A lack of processing power or too much processing power given to the sound will take away from the other parts of the game. For example, trying to have too high a sample rate can diminish the performance of the graphics card, making games run slower (or “lag”). In other words, the Central Processing Unit must be powerful enough to not only play the music and sound but also any other features being produced at the same time. In the case of computer games, this can include graphics, online play, player input, etc.
Storage devices – Storage devices, such as CDs and Blu-Ray discs have limitations on the amount of data that can be stored. In the case of computer games, all the music and sounds must be stored with the rest of the game – 3D models and environments, for example – limiting the amount of space available for it.
Speakers & Headphones – Depending on the output of the sound of speakers and headphones, the produced sound may not be as crisp or accurate as the composer intended. Older speakers may have a grainier sound when compared to newer speakers, for example. It could also be a flaw such as the game’s sound being designed for surround speakers and being played through regular speakers.
5/6/16
Foley - the Foley sound I'm using is my sketch pad along with doing a drawing.
why? - this is because i want it to sound of map being laid out. i am recording with a H4 device in a TV Studio Cardiod microphone. i will use 4 different methods of drawing: drawing in a HB Pencil, then a 6B, then a charcoal pencil and finally a charcoal block. this is for my game with the sound effects.

UWU UWU UWU UWU UWU UWU UWU UWU UWU UWU UWU UWU UWU UWU UWU
What is Sound?
Aircon
Ocean
White noise
heavy breathing
sounds are made from air waves.
when bongos are played, one will give a lower pitch in compared to the other.
it created a sine wave.
wavelength and amplitude.
wavelength is the length of the sound.
amplitude is the height of the sound.
sound is measured in frequency.
the unit of wavelength is Hz.
the unit for amplitude is lambda, (uL)
humans listen between 20Hz - 20KHz


Foley
Pitch and sound types
http://www.sengpielaudio.com/calculator-notenames.htm
middle C pitch is 261.6 Hz
Bass Guitar
Drums
harmonics
Timbre
Qualities of the sound.
Vibration of harmonics at the same time producing the pitch.
strength of the Harmonics produce Timbre.
Example and Explain
Timbre - the tone of a note upon something like as base or drum to produce a Middle 'C' Pitch at the same time, the very colour of the tone.
Loudness - music, voice, SFX, level, measured in dB (decibels).
5.5 PPM - voice
4.5 PPM - SFX
3.5 PPM - music
AVOID DISTORTION WHICH IS 6+PPM
PPM Meter
V.U. Meter

both measure in dBs.
Sound Source
things that produce sound
music)
https://www.youtube.com/watch?v=ZKwhxGlvb7M
musical sounds originate from people using Foley in combination with standard instruments. these different sound can be tapping on cardboard, coins scratching on guitar strings and opening and closing match boxes and other objects being manipulated by
it involves instruments.
a hoomans to work the system.
explain fully how the sound is produced
sfx)
https://www.youtube.com/watch?v=eobm9HzVnvI
https://www.youtube.com/watch?v=U_tqB4IZvMk
https://www.youtube.com/watch?v=WnozP8OWeik
https://www.youtube.com/watch?v=1lTYPvArbGo
https://www.youtube.com/watch?v=I8h5HBtYBo8
different people use different shoes and material to produce sound effects. these can range from from dried leaves, celery being broken the recreate bones breaking, the use of a four string base to recreate Gojira's roar.
voice)
https://www.sound-ideas.com/Page/what-is-foley.aspx
https://www.youtube.com/watch?v=H6p_RlIq5-4
what is a sound source?
something that vibrates between 20 times a second and 20,000 times a second and therefore makes a pressure wave.
8/5/19
what is the purpose of video game sound?
Immersion, atmosphere building, characters definition, portray emotions, making the player feel a certain way, informing player of events and bringing the game to life.
examples of game sound and music.
https://www.youtube.com/watch?v=XKjOJuPjiu4 - the theme of infinite
https://www.youtube.com/watch?v=9Yw5jkAHgME - drowning theme from sonic 1
https://www.youtube.com/watch?v=-0nNALFR1hs - phantom ruby sound effect
https://www.youtube.com/watch?v=9i4T6nRPC1Q - smash bat sound effect
https://www.youtube.com/watch?v=_Y75gtRN3jE - big neptune voice clips
https://www.youtube.com/watch?v=2tZylE1A3-c - futaba from persona 5
how the player feels
direction regarding emotion.
without sound it would be lifeless and barren.
the psychology
balance between voice, effects and music
music - 3.5 ppm
SFX - 4.5 ppm
voice - 3.5 ppm
calm:
music - https://www.youtube.com/watch?v=o5IeSHiraYU - the calm themes from persona 4. this soudtrack is able to convey a vast multitude of emotions.
SFX - Light breeze, rustling leaves, people talking calmly.
voice - soft spoken, caring, kind, uplifting. people not concerned with what about to happen and living in the now.
https://www.youtube.com/watch?v=KQPc8fqF98M - this is the best example of forest sounds
Timbre, Emotion, Mood.
Timbre is voice as it has multiple variety Timbre, same goes for music and sound effects.
if theirs a war-zone, what would be heard?
people screaming for help, explosions from grenades and missiles, tanks on the move, trench through murky water, gas being let off people shouting at you, people dying, losing limbs, getting blown-up.
Audio Environment
digetic sound - immersed sound. whatever is in the gaming world.
effect - gun fires when you fire in game. linked to the avatar of the player. Luigi's voice in the Mario franchise.
Z-one - rain, environment. generally one sound of ambience, it's persistent but can vary. the stomping in slender.
Interface - the HUD. this is not a part of life as we know it.
affect - expresses the setting of the level/game.
non-digetic sound - sound that the avatar cannot hear.
you'll revolve around each of the sounds. without the all aspects of sounds
you need I.E.Z.A to make a good game.
choose a game and write the choices made by the GD regarding I.E.Z.A
Persona 5 sound (developed by Tsuchiya Kenichi).
Kenichi said in an interview:
“If it moves, it’ll make a sound”. Not just simple movements due to the physics of the world but the feeling of time and the human mind moving.Showing the passing of time via sounds is also very important, be it a black screen, during sleep etc sounds will always be there and will always change, and that’s how I view sound and how I would implement it from my mind into the game.
https://www.youtube.com/watch?v=jqGxAN6O4A4
within the games intro alone whenever any of the characters move, a sound effect is maid, whether it be the doing acrobatics tricks or sliding down the road or the light scathing of a paint brush, prison bars opening, landing on the top of a train.
Effect - sound of the persona being summoned is the only effect i hear in the intro. during a boss fight the movement and heart beat can heard and and the voices in a characters head can be heard. voices portray a sense of being rushed and unprepared at first, after a certain character joins the fight, their tone change to a sense of confidence.
Interface - the sound of the characters jumping through the city, flipping into people and removing ones mask in the intro. interface during the boss would be the stepping sounds, intense wind, the sound of a barista being fired, the power up sounds of special attacks.
Zone - the environmental sound are kept to a minimum in the intro. the ambience of what appears to a tomb lingers. heavy wind can be heard at the top of the boss room. there's also the an ambience of the sound of a flying saucer (alien spaceship), or what people would think what a spaceship from space would sound like.
Affect - the music is portraying the theme of breaking free and finding who someone is. also it portrays a very jazzy feel using violins, bass, drums, jazz piano, main vocals and back-up vocals in the intro. during a boss fight, the music still keeps its jazz, but by adding electric guitars and rising the tempo of the song its becomes one that exists for hyping up the player and giving them the will to beat the boss.
generally speaking, Effect and Interface are activity and affect and zone are setting.
sound sources
Company sound library sound library. Buy.
Foley. Buy.
Voice Acting. Buy.
Software. buy. (Audacity, Pad Tools, Garage Band).
what's the best way to acquire sound sources for my games?
for voice actors. i know about a website where you can write a description about the character and voice actors may plan auditions and i can select he one i like the most.
for the Foley. I'd look for Foley sounds that someone has created and buy the rights for them and/or look for royalty free Foley sound effects.
Methodology of video game sound
recording, mixing, fx
foley recording
Microphone... cardiod


rifle/shotgun mics are the same cardiod mic.
Omni - centre of a table. several sources (e.g.: voices)
Bi - Directional - 2x sources. (E.g.: interviewer and interviewy.)
416 -
methodology - plan
Live room for recording bands The minimum size for a live room to record a normal rock band (two guitars, bass guitar, drums and vocals) is 5 x 4 m and even so there may be significant —bleed“ between the microphones. 6 x 5 m is better and allows for the provision of a drum booth or moveable screens.
for recording a voice actor you need a script, bio of what personality your actor needs to convey and the same stuff as the room size plus a standard mic.
how do you deliver your methodology
lossy and lossless - you'll be delivering a .exe file as your lossy file along with various lossless files.
.wav - p.c. friendly.
.aif - this is for MACS only.
.ac3 - dolby 2.0- this is lossy.
.flac - used for audio files.
.mp3 - it's an mpeg file.
.ogg -
what are the limitations?
budget, time, assets, etc.
R.A.M. - the more detailed the game/video is, the larger the R.A.M. size.
CPU and GPU
Gamemaker - limited to only 2D sprites and limited on assets if you use the free email.
navigetors (safety).
Adobe
Pro Tools
industry standard sound software.
Logic.
game design speakers
wharfedale
Denon
bose
three diferent speaqkers
woofer - bass - low frequency
mid-range speaker - medium frequency.
tweeter - trebble - high frequency
headphones - (immersive)
AKD
bad headphones cause distortion.
0ppm - 5.5ppm
SIZE MATTERS
Lossless = under 500mb
Lossy = 50mb
G.D. create visuals.
space for audio.
I.E.Z.A
all audio files used in game design
.WAV
.AIFF
.FLAC
.MP2
.MP3
.Ogg
29th may 2019
sound test
read the questions carefully
describe - analyse
discuss - two sides to the arguement
22/05/19
age rating
PEGI 18 with violence and strong language. the strong language use is very inappropriate having wordsa like "faggot", "fucker", "slut", "shit", and many more phrases that are considered vulgar, defamitory, homophobic, racist.
https://www.gta5-mods.com/weapons/tags/sound
this link goes to the gun foley sound effects. along with this the game has live gun shot sound effects and the game has a huge sense of realism to the game, having the vehicles speeding up, you can hear the engine revving up, the helicopter blades spinning and much more.
https://www.behindthevoiceactors.com/video-games/Grand-Theft-Auto-V/
this link has a link to all the voice actors. the games cast using the same voice actors from past instalments in the franchise. the voice actor of Franklin Clinton: Shawn Fonteno, taking up the roles of Tarnell and the Grove Street Families in GTA: San Andreas.
http://orcz.com/GTA_V:_Radio_Soundtrack
this link goes to the list of the different songs that are used in the radio soundtrack.
the list being split into songs found in the different stations. the most notable ones for me are: Blue Ark, Channel X, Los Santos Rock Radio.
1) Technical Points in Sound
2) Psychology of the Player
3) Audio Environment
4) Sound Sources
5) Purpose of Music
6) Legal Issues in Sound (music)
7) Methodology of gaming sound
8) Compression of Gaming
9) Audio Limitations, (Sampling), Platforms
10) Recording Systems.
https://stephencarrgames.wordpress.com/2013/11/06/sound-music-audio-limitations-of-game-platforms/
Audio Limitations -
Sound cards – Less advanced sound cards produce less advanced sounds. Sound cards have limitations on the number of audio streams that can be played through them at any time.
Processing power – A lack of processing power or too much processing power given to the sound will take away from the other parts of the game. For example, trying to have too high a sample rate can diminish the performance of the graphics card, making games run slower (or “lag”). In other words, the Central Processing Unit must be powerful enough to not only play the music and sound but also any other features being produced at the same time. In the case of computer games, this can include graphics, online play, player input, etc.
Storage devices – Storage devices, such as CDs and Blu-Ray discs have limitations on the amount of data that can be stored. In the case of computer games, all the music and sounds must be stored with the rest of the game – 3D models and environments, for example – limiting the amount of space available for it.
Speakers & Headphones – Depending on the output of the sound of speakers and headphones, the produced sound may not be as crisp or accurate as the composer intended. Older speakers may have a grainier sound when compared to newer speakers, for example. It could also be a flaw such as the game’s sound being designed for surround speakers and being played through regular speakers.
5/6/16
Foley - the Foley sound I'm using is my sketch pad along with doing a drawing.
why? - this is because i want it to sound of map being laid out. i am recording with a H4 device in a TV Studio Cardiod microphone. i will use 4 different methods of drawing: drawing in a HB Pencil, then a 6B, then a charcoal pencil and finally a charcoal block. this is for my game with the sound effects.

UWU UWU UWU UWU UWU UWU UWU UWU UWU UWU UWU UWU UWU UWU UWU

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