Sound design methodology

advertisement
U73
PMD1: Understand the use of sound and music in games
PMD2: Understand methods and principles of sound design and
production
Date due: Monday 22/04/13
GC
Pass
Merit
Distinction
1
describe uses of sound and
music in games using some
subject terminology
appropriately
explain use of sound and music in
games with reference to detailed
illustrative examples and with
generally correct use of subject
terminology
comprehensively explain use of
sound and music in games with
elucidated examples and
consistently using subject
terminology correctly
2
describe methods and principles
of sound design and production
using some subject terminology
appropriately
explain methods and principles of
sound design and production with
reference to detailed illustrative
examples and with generally correct
use of subject terminology
comprehensively explain methods
and principles of sound design
and production with elucidated
examples and consistently using
subject terminology correctly
• The six key subcategories of this GC are:
•
•
•
•
•
•
Theory of sound
Psychology of sound
Audio environment
Sources
Game music
Legal issues
• Note that you must show evidence of understanding all of these
categories in order to achieve the GC.
‘Sound’ is an interpretation made by the brain of vibrations
caused through solids, liquids and gases. Sound can not travel
through a vacuum. Why?
When represented visually, sound is displayed as a
waveform, which takes on one of several shapes, depending
on the signal.
The most recognisable wave is a sine wave.
Sounds can also be classified using several categories. These
are:
• Wavelength
• Dictates the spatial length of a wave and is inversely proportional to
frequency; longer wavelengths will have lower frequencies.
• Amplitude
• Dictates the loudness of a sound. This is measures in decibels (dB).
• Frequency
• Dictates the pitch of a sound. This is measures cycles per second, or
Hertz (Hz).
• Slow moving air is sensed as a low pitched bass sound. This
is caused by a low frequency – down to 20 Hz
• Quickly moving air is sensed as a high pitched treble sound.
This is caused by a high frequency – up to 20 KHz
http://tinyurl.com/cj6p5us
http://tinyurl.com/cz3gssk
Sound for games can come from several sources. The major sources
for sound assets in the game industry are:
• Foley artistry
• Foley artistry is the process of creating sound effects through recording a
variety of objects interacting with one another.
• Sound libraries
• Banks of sound effects from a wide range of sources and for a variety of
purposes. Developers can choose single sounds of full libraries, with a
range of costs; these range from free, to royalty-based, to fully licensed.
• Original development
• Stock music assets
Foley video
Using sound in a game comes with a variety of possible legal
complications; some are relatively simple, while others can
lead to extreme complications and lawsuits.
• Copyright
• Royalties
• Licenses
• Consist of term, territory and renewal provisions.
• Talent release contract
• Document granting permission for the producer photograph / record
‘talent’ – the artist(s) in question.
The following subcategories were covered before Easter in the
Amnesia / Hotline Miami case studies lesson:
• Psychology of sound
• Audio environment
• Game music
Use your notes from the lesson to inform your write-up of these
topics.
Now enjoy this hilarious gif, which is vaguely related to the
concept of sound and music. Just about.
• The five key subcategories of this GC are:
•
•
•
•
•
Sound design methodology
Sound file formats
Audio limitations of game platforms
Audio recording systems
Audio sampling
• Note that you must show evidence of understanding all of these
categories in order to achieve the GC.
Sound design methodology merely consists of the planning
and preparation associated with any production project, but
tailored specifically towards sound.
This includes, but is not limited to:
•
•
•
•
•
•
Asset lists
Deadline setting
Production timeline
Location scouting
Permissions
Health and Safety
As with images, sound files come in a variety of formats; each
of these have both advantages and disadvantages. Much like
their graphic counterparts, sound files can also make use of
compression.
Lossy
• MP3
• MP4
• Ogg
Uncompressed
• FLAC
• AIFF
• WAV
It is important to know that audio quality is limited by the
target platform’s output or storage hardware. Examples of
these limitations include, but are not limited to:
• Sound processor unit (SPU)
• Digital sound processor (DSP)
• RAM
• Storage
• File format
• Audio output (mono, stereo, 5.1, 7.1)
• As with images, ‘real life’ sound is an analogue signal.
• The term analogue means that the changes between
tones and rhythms are smooth, and don’t noticeably
change from one point to another.
• When sound is digitised, it is referred to as sampling.
• Sampling has to convert sound in the range of 20 Hz to 20
KHz and deal with a range of different amplitudes.
• Sampling involves taking measurements of a sound wave at
regular intervals.
• Sampling frequency is the rate at which samples are taken – it
is stated in Hertz.
• CD quality sound is sampled at 44.1 KHz.
• This means that the wave is measured 44,100 times per wave.
• This is called the Nyquist frequency, named after the scientist
who developed the idea of sampling analogue data.
• The minimum sampling rate must always be at least twice the
highest frequency in a signal.
• Sampling depth (audio resolution) is the number of levels a
wave is measured at.
This example features only a
2 bit resolution. This will
lead to very low quality
recordings.
• Use these links to hear audio recordings at different
resolutions.
http://tinyurl.com/cxmtsr7
http://tinyurl.com/buenxlq
http://tinyurl.com/d8a3mod
How will the file sizes compare?
Enjoy another hilarious, ridiculously-remotely-connected
image.
Laugh, damn you.
Write-Up and examples
You need to write these up as two separate webzine or blog
articles, entitled “Sound and Music in Games” and “Sound and
Music Production Methods”.
These pieces of extended writing should aim to have the same
written standard as that required by any other piece of
theory work, but remember the specific unit requirements.
Use the unit spec as a checklist to ensure you have covered
everything that you need to.
Write-Up and examples
The following are examples of the differences between Pass, Merit and Distinction
grade writing. Use them to inform your work.
Pass
Merit
“Music sets the mood, the themes and the
emotions of a game, whilst the sound
effects bring the movements and actions
to life.”
“Ever watched a film or television show without sound? Well, not so
great is it? It’s the same for games. Music sets the mood, the themes
and the emotions of the game, whilst the sound effects bring the
movements and actions to life. Seeing someone running through snow
or across a gravel track etc just doesn’t seem right unless you can hear
the sound of their feet making a noise.”
Write-Up and examples
The following are examples of the differences between Pass, Merit and Distinction
grade writing. Use them to inform your work.
Distinction
“Ever watched a film, for example Jaws, without sound? Well – not so great is it? It’s the same for
games. Music will set the mood, the themes and the emotions of players if used well in a game,
whilst sound effects bring movements and actions in the game world to life. Seeing someone
running through snow or across a gravel track just doesn’t seem right unless you can hear a crisp
snow sound or crunching gravel beneath their feet. Pong, the hugely popular arcade game from
1972, had just one sound – ‘pong’ – hence the name. It had no music, ambient sounds or other
sound effects, just the ‘pong’, yet during gameplay this single sound was able to depict the pace
of the ball as it moved across the screen, promoting excitement and a sense of urgency for the
player to move the paddle to hit the ball, thus proving sound is an important factor in enhancing
a player’s experience.”
Write-Up and examples
The following are examples of the differences between Pass, Merit and Distinction
grade writing. Use them to inform your work.
Pass
Merit
“Sound for games only became important
with the arrival of the 8-bit consoles.
Early game consoles used a 1-bit
processor and could only create a single
sound like a beep... Cartridge-type
games do not require much space for
sound.”
“Early game consoles like console X used 1-bit processors and could
only create a single sound like a beep. Although they were
monophonic sounds they were there to serve a purpose. Sound for
games only became important to enhance gameplay with the arrival
of the 8-bit consoles. Cartridge-type games do not require much
space for sound. They use small files that tell the internal sound device
what notes to play and when.”
Write-Up and examples
The following are examples of the differences between Pass, Merit and Distinction
grade writing. Use them to inform your work.
Distinction
“The early game console X used a 1-bit processor and could only create a single sound like a
beep. This was due to the limited memory, storage capacity and processor speed of the console.
Although they were monophonic sounds, they were there to serve a purpose. Sound for games
only became important to enhance gameplay with the arrival of the 8-bit systems. Later, Atari
released a line of 8-bit computers featuring 4 channels of mono sound using an innovative sound
chip called “Pokey”. It had four independently controllable sound channels, all able to play
simultaneously. Each channel had a frequency register determining the note, and a control
register regulating the volume and the noise content. Later they incorporated the Yamaha
YM2149 chip, which also allowed three voices.”
Download