Wednesday 4 March 2015

Unit 73: sound for computer games assignment 1

Unit 73: Sound for Computer Games

Assignment 1
Task 1
Compare and contrast the following sounds clips.
You must consider, Theory of Sound, Psychology of Sound, Audio Environment, Sources, Game music and Legal issues.
You can re-visit all of your exercises for P1

Both High budget productions, high quality sound (next gen console):

The common use for the ps4 platform uses five channels for normal-range speakers
dolby digital logo(20 Hz – 20,000 Hz) (Right, centre, left, right surround, left surround) And one channel (20 Hz – 120 Hz allocated audio) for the subwoofers low-frequency effects. Mono and stereo modes are also supported
PlayStation uses Dolby digital 5.1 and 7.1 sound formats, these are AAC and AC3 sound file formats witch are both lossy compression.

These are limitations of this platform, the sound has to be in this lossy compressed format and be within the Hz range of the supported audio output. Also, because some sources of in game music are analogue they then need to be converted into digital sound through digital sound processing. This can conversion loses some of the quality in the audio. Furthermore, if the audio wasn’t restrained by the file format and conversion it would still be constraint by the amount of RAM in the machine as it will use some of the ram to run the audio files, if these files are too large and take too much memory this will bottle neck all other processes being run.

Both of the composers of these tracks would have to take something’s into consideration e.g. copyright. The last of us track was completely an original development, written and played by Gustavo on real instalments he didn’t even know how to play to get a unique sound. Both composers got inspiration from other sources but they couldn’t rip anything straight out of other tracks, instead they would mimic a certain sound or feel whilst putting their own unique spin on it.
Some ways that composers make money from games sound tracks is royalties, this is when the artist is paid a percentage of the profits made form a game that has used their audio. Another way is through contracts of outright payment where the game developers buy the rights to the piece of music and make it exclusive to their game.
If they did take any music etc. from an artist they would first have to get the artist permission and then credit them in game for this.


The last of us:
Gustavo santaolalla was the composer of the track. He is quite well known so if people heard that he was involved in the development of this game it may help generate hype.
http://www.charangomall.com/images/IMCHA455.jpghttps://discofilm.files.wordpress.com/2011/04/4072356240_4dc4a2d517.jpgGuitar sounds light and fast like a nylon strung and finger played classical acoustic or flamenco guitar. I think this was recorded live in a studio onto a track. This would be easy with an electroacoustic guitar plugged straight into a mac and recorded onto a sound editing software such as garage band/audition, it was probably recorded in a lossless format like smp to get the most information possible to get a high bit depth and resolution to get a crisp clear sound. Also, with this being such a high budget and professional project, the software they would be using would not require any plugins as it is so powerful already. I assume they used multi-track recording (a method of sound recording that allows for the separate recording of multiple sound sources to create a cohesive whole.)
After researching I found that the guitar used in the main melody was a Ronroco. A traditional Peruvian melodic instrument, it gives kind of bare sound, it’s quite minimalistic. Gustavo actually recorded separate layers of this track in areas like the kitchen and the toilet, looking for the fitting acoustics of the room to make the sound he was looking for. He didn’t even know how to play all the instruments he used in this track but if he could make a sound he liked with it, he played it anyway.
http://portforward.com/games/walkthroughs/Limbo/Limbo-large-126.jpg
In the begging of this track, the slow tempo and quite high pitch sustained notes give a sense of eeriness and creates suspense. These notes would have a small wavelength as they are high pitched, they are also quite loud so the peak would be high.  I associated this kind of sounds with spiders, maybe because of the long legs in comparison to the dragged out notes. Furthermore I think this is because personally I find spiders quite menacing and fearsome, I imagine other people would project their fears onto this track.
http://www.giga.de/wp-content/gallery/the-last-of-us-screens-artwork/qfjcku9.jpg?PageSpeed=off&PageSpeedFilters=-resize_images,-resize_rendered_image_dimensions



http://cdn.collider.com/uploads/imageGallery/T_310_to_Yuma/dan_evans__christian_bale__and_ben_wade__russell_crowe__in_310_to_yuma_l.jpgAlso, this piece of music sounds very western. Initially it is very lonesome with the single melody playing. When the tempo picks up and some accompanying layers of instruments come in, It reminds me off iconic scenes of western films, like a lone ranger wondering through an open plain, an epic action adventure unravelling.



The sound track to red dead redemption has a similar feel to it and is set in cowboy western America.

https://nasen75.files.wordpress.com/2012/02/goodbadweird.jpgAs the drums get louder and louder towards the end of the track and become over powering, it feels as if we are heading to an epic climax, good and evil facing off in a life or death battle.






This track sounds a lot like Gustavo’s other works in broke Back Mountain although they have a very different tone in emotion.










Little Big Planet 3:

Barry Adamson composed dead heat in 1993, so I haven’t found much out about how it was composed and recorded. I assume it would have been a lower quality than tracks today due to advancements in understanding and technology in the music industry. Barry Adamson could have remixed his original track to sell to PlayStation, if this were the case he would have edited the digital sound he already had recorded instead of recording and producing more analogue audio.
 The track is quite suspenseful with the pauses in-between notes at the beginning, the loud horn like noises are very intimidating. It reminds me of the noise from war of the worlds when the tripod first erupts from the earth, maybe they were trying to remake the kind of epic reveal.
Also it give a sense of illusiveness with the drawn out sounds like someone or something is lingering. It makes me think something is lurking the shadow and ready to pounce.
When it gets into it, it is very upbeat and lively with drums symbols and horns as if something has awoke or a fight is about to break out. It reminds me of action films like enter the dragon.

This track is very similar to the main theme of untouchables by Ennio Morricone.

I think that little big planet is trying to give a feeling of a 70’s action film as more of a joke than a serious relatable piece of music. This is a simple game that doesn’t take its self too seriously and this piece of music is quite ironic as you associate it with high octane action where as little big planet clearly isn’t about that.

This assumption is supported by the people that voice the game, Hugh Laurie, Stephen Fry etc. all celebrities of the entertainment/comedic media world.

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