Wednesday 11 February 2015

Audio Limitations of Games Platforms

Audio Limitations of Games Platforms

How can the following information limit the recording of sound?
DSP – Digital Signal Processor:
DSP is used Measure, filter and/or compress continuous real-world analog signals in to digital ones. This effects the recording of sound because some of the raw audio data may be lost when converting the signal.
RAM – Random Access Memory:
RAM is used to run and access data in applications, if the ram is too low for the application being used to record the sound it may not be able to run as fast of efficiently, effecting the quality of audio recorded.
File format (e.g. Mp3, Wav and Aiff):
Audio files can be compressed (lossy) or uncompressed (lossless), if recording to a lossless file format the amount of data would be a lot higher. However, if compressing as you record you will use a lot more RAM and CPU power.
Audio output (e.g. Mono, Stereo, and Surround):
Mono- single channel or track of sound
Stereo- sound is in two separate audio channels or tracks through 2 speakers
Surround- at least four and up to seven independent audio channels and speakers placed in front of and behind the listener
When recording for a certain output you must record the sound in the same way, e.g. if you want the output to be surround sound you would need to record all sound in all directions simultaneously witch would increase the data needed.
PCM – Pulse Code Modulation:
A method used to convert an analog signal into a digital signal and back to an anolog using three steps: Sampling, Quantization, and Coding.

In what types of scenario may you use the following audio recording equipment?:
Multi-track recording-
Midi – Multi Instrument Interface-
DAT-
Analogue-
Software Plug-in’s-

Software Sequencer-

P2 exercise: Sound files

Sound Formats

Uncompressed: Uncompressed file formats are the most accurate representation of a sound wave. This makes the sounds high-quality. Uncompressed file formats such as WAV are used in the production of music and music editing. They are used in all areas of the Digital Audio Workstations (DAWs).
Examples of compressed audio files:
 MP3: The lossy audio compression algorithm reduces the amount of data needed to represent the audio recording and still sound like the original audio file.
VOX: These files contain metadata that stimulates human speech. This is a file extension used in audio files that works with Voxware software.
Waveform Audio File Format (WAV): The main audio file format to be used on windows systems for uncompressed audio. Although a WAV file can contain compressed audio, WAV files most commonly contain uncompressed file formats.
Audio Interchange File Format (AIFF): Uncompressed audio files, however there is a type of AIFF that is compressed (AIFF-C or AIFC). This file format is mostly used on Macs.
Lossy compressed: These are made using psychoacoustics to recognise the audio samples that can’t be hears by the human ear (e.g. high frequencies and sounds that are drowned out by louder sounds in the track). These sounds are then removed and you are left with a compressed audio file.

Broadcast Wave Format (BWF): This is an extension of WAV. It is the recording format of the most file based digital recorders used in motion picture, radio and television production.

Monday 2 February 2015

Unit 73 P1 exercise


1.
Instruments:
Acoustic instruments use vibration to produce sound, electric instruments do the same but project the sound through a sound generator.
Sound libraries:
A library of sounds and sound FX that are royalty free.
Sound editing software:
In most sound editing software not only can you edit pre-recorded sounds and record new sounds to edit, you can also create your own sounds within the software.

2.
Diablo 3 – with all boss fights there is a unique sound track that plays all the way through, this adds tension and almost provokes fear. They are themed accordingly to the boss e.g. the Reaper of Souls sound track is dark eerie and mysterious witch is symbolism for the ideology behind death, but they are all very fast passed in parts to give a sense of action this is iconography for fighting games. They are also sound queues for the different attacks and animations of the bosses to give you time to react. https://www.youtube.com/watch?v=33wl876jW-0

Hearthstone – plays sound effects when cards are played, minions are healed and damage is dealt or a louder sound with an “ohh” form a crowd if over 6 damage is done by a single card. This response from the crowd adds to the emersion that you are in a tavern with spectators and you almost feel the blow yourself.

Halo- halo’s sound track uses an intro of angelic choir vocals witch gives a feel of epicness, something bigger than you, something of great importance and adventure. It intrigues you and sucks you in making you want to experience this great story for yourself. The soundtrack begins to break into a faster pace with guitar and drum, still quite simple sounds but give a feeling of action instead.

3.
Copyright- protects the original maker of the music. If you take music that is protected by copyright without permission you will be fined and the media could be taken down.

Royalties- the money paid to the composer for each copy sold, you would have to consider whether the sounds and music you make will be royalty free or if the music you use is. Often, even though a sound or piece of music is royalty free you may be asked to credit the artist.

sound in games


When spotted on dishonoured, a sudden sound effect triggers and the music becomes a lot faster paced. This is to panic the player, get his heart racing and give him a sense of fear.

Sounds and music is used in games to further immerse the player into the virtual reality and to provoke emotions by changing tempo or pitch, sudden sound FX can even startle players.

Wavelength: the distance between the waves of sound.
Amplitude: the height of the sound wave, this determines how loud a sound is.
Frequency: how fast the vibration is, waves per second.
Pitch:
Hertz: a unit of frequency how long it takes a complete wave to pass a certain point.
Decibel level: a measurement of sound intensity or loudness.

Sound generator: a vibrating object that produces sound e.g. speakers, guitars etc.

psycology of sound


1.       What is timbre?
Timbre is the features of a sound that makes it different to another, e.g. if a piano and a guitar played the same note at the same time with the same pitch and loudness, timbre will be the only difference between them as they sound different even with the same note.
            2. List at least 3 games (or films) which use sound as information (speech, iconography, symbolism and or metaphors) to convey information. What has the sound designer put across and how?

Diablo 3 – with all boss fights there is a unique sound track that plays all the way through, this adds tension and almost provokes fear. They are themed accordingly to the boss e.g. the Reaper of Souls sound track is dark eerie and mysterious witch is symbolism for the ideology behind death, but they are all very fast passed in parts to give a sense of action this is iconography for fighting games. They are also sound queues for the different attacks and animations of the bosses to give you time to react. https://www.youtube.com/watch?v=33wl876jW-0

Hearthstone – plays sound effects when cards are played, minions are healed and damage is dealt or a louder sound with an “ohh” form a crowd if over 6 damage is done by a single card. This response from the crowd adds to the emersion that you are in a tavern with spectators and you almost feel the blow yourself.


Low pitch and muffled, slow speech well pronounced. Makes him sound menacing and a dominant force, quite monotone also makes him seem to have little emotion and fear. His modified/muffled voice dehumanises bane making it seem like he has little human emotion e.g. fear, empathy, remorse. All of this is done with speech and is added to with the vocabulary used.