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Game Design, Development, and Technology
CS 382 Game Design, Development, and Technology Audio Programming Game Music Varieties Musical Transitions Game Audio History MIDI and DLS Environmental Geometry Part 5.5
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Game Music Varieties Opening Sequence (Main Title)
Designed to build excitement and set the mood for the game. Closing Credits Sequence Intended to reinforce the feeling of accomplishment at completing the game. Cinematic Sequence Film scoring to establish a pace, highlight plot shifts, and adjust tension and excitement. Menu Screen Maintain immersion in the virtual world without annoying the player. Part 5.5 Audio Programming Page 179
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Musical Transitions Moving smoothly from one musical cue to another in a nonlinear game environment is tricky, but necessary to maintain the thread of gameplay. 0:00 Combat #2 1:22 1:30 Sub-Ambient 2:14 2:16 Suspense 3:10 3:12 Ambient 4:08 4:12 Combat #1 5:33 5:42 Silence Techniques for achieving transitions: Cue-to-cue transitions on musical boundaries When a new cue is called, the current cue plays until the next "boundary" (e.g., the next measure), and then the new cue begins. Advantage: simplicity; disadvantage: may sound sudden, or stilted. Layering Add and subtract musical instrument layers to build and diminish the score. Advantage: continuity; disadvantage: difficult to move quickly to a completely different cue. Transition matrix the game can select an appropriate transition between any pair of music cues. Advantage: custom transitions can be created for specific situations, resulting in dramatic, yet natural, sounding motion from cue to cue; disadvantage: composers must think about their music in a completely non-linear manner. Part 5.5 Audio Programming Page 180
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Game Audio History Streaming Pros & Cons Sequencing Pros & Cons
Sound and music programming was once relegated to last-minute afterthought status in game development, but it has become increasingly viewed as a determining factor to a game’s success. In general, music in games is either played back as a stream of sample data or as a sequence of instructions on an audio synthesizer. Streaming Pros & Cons Minimal hardware requirements Simple integration with games Quality limited only by sample rate and number of channels Latency at start and stop of stream Large memory requirements or decompression resources Sequencing Pros & Cons No latency problems Many musical styles can be produced from a small data set Music can be altered at runtime to create unique game interactions Music and other audio voices may compete Complex integration with games Part 5.5 Audio Programming Page 181
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Musical Instrument Digital Interface (MIDI)
PIANO ORGAN BASS ENSEMBLE REED SYNTH LEAD SYNTH EFFECTS PERCUSSIVE 1 Acoustic Grand 17 Drawbar Organ 33 Acoustic Bass 49 String Ensemble 1 65 Soprano Sax 81 Lead 1 (square) 97 FX 1 (rain) 113 Tinkle Bell 2 Bright Acoustic 18 Percussive Organ 34 Electric Bass (finger) 50 String Ensemble 2 66 Alto Sax 82 Lead 2 (sawtooth) 98 FX 2 (soundtrack) 114 Agogo 3 Electric Grand 19 Rock Organ 35 Electric Bass (pick) 51 Synth Strings 1 67 Tenor Sax 83 Lead 3 (calliope) 99 FX 3 (crystal) 115 Steel Drums 4 Honky-Tonk 20 Church Organ 36 Fretless Bass 52 Synth Strings 2 68 Baritone Sax 84 Lead 4 (chiff) 100 FX 4 (atmo-sphere) 116 Woodblock 5 Electric Piano 1 21 Reed Organ 37 Slap Bass 1 53 Choir Aahs 69 Oboe 85 Lead 5 (charang) 101 FX 5 (brightness) 117 Taiko Drum 6 Electric Piano 2 22 Accordian 38 Slap Bass 2 54 Voice Oohs 70 English Horn 86 Lead 6 (voice) 102 FX 6 (goblins) 118 Melodic Tom 7 Harpsichord 23 Harmonica 39 Synth Bass 1 55 Synth Voice 71 Bassoon 87 Lead 7 (fifths) 103 FX 7 (echoes) 119 Synth Drum 8 Clavinet 24 Tango Accordian 40 Synth Bass 2 56 Orchestra Hit 72 Clarinet 88 Lead 8 (bass+lead) 104 FX 8 (sci-fi) 120 Reverse Cymbal CHROMATIC PERCUSSION GUITAR SOLO STRINGS BRASS PIPE SYNTH PAD ETHNIC SOUND EFFECTS 9 Celesta 25 Nylon String Guitar 41 Violin 57 Trumpet 73 Piccolo 89 Pad 1 (new age) 105 Sitar 121 Guitar Fret Noise 10 Glockenspiel 26 Steel String Guitar 42 Viola 58 Trombone 74 Flute 90 Pad 2 (warmth) 106 Banjo 122 Breath Noise 11 Music Box 27 Electric Jazz Guitar 43 Cello 59 Tuba 75 Recorder 91 Pad 3 (polysynth) 107 Shamisen 123 Seashore 12 Vibraphone 28 Electric Clean Guitar 44 Contrabass 60 Muted Trumpet 76 Pan Flute 92 Pad 4 (choir) 108 Koto 124 Bird Tweet 13 Marimba 29 Electric Muted Guitar 45 Tremolo Strings 61 French Horn 77 Blown Bottle 93 Pad 5 (bowed) 109 Kalimba 125 Telephone Ring 14 Xylophone 30 Overdriven Guitar 46 Pizzicato Strings 62 Brass Section 78 Skakuhachi 94 Pad 6 (metallic) 110 Bagpipe 126 Helicopter 15 Tubular Bells 31 Distortion Guitar 47 Orchestral Strings 63 Synth Brass 1 79 Whistle 95 Pad 7 (halo) 111 Fiddle 127 Applause 16 Dulcimer 32 Guitar Harmonics 48 Timpani 64 Synth Brass 2 80 Ocarina 96 Pad 8 (sweep) 112 Shanai 128 Gunshot Part 5.5 Audio Programming Page 182
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Example MIDI System The composer would play the individual parts of a piece of music on the keyboard one at a time, and these individual parts would be captured by the sequencer, which would later be used to play the parts back together through the sound modules. Each part would be played on a different MIDI Channel (MIDI is set up to allow up to 16 channels), and the sound modules would be set to receive different channels. For example, Sound Module #1 might be set to play the part received on Channel 1 using a piano sound, while Module #2 plays the information received on Channel 5 using an acoustic bass sound, and the drum machine plays the percussion part received on MIDI Channel 10. Part 5.5 Audio Programming Page 183
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Downloadable Sounds (DLS)
Yamaha’s DLS specifications expand the composer’s capabilities beyond the 128-instrument MIDI set. Composers may create their own Pulse Code Modulation (PCM) instruments and sound effects and download them to DLS-compatible playback devices. Most modern sound cards have hardware acceleration for DLS, and Microsoft has set up an API to accommodate DLS-compatible cards, as well as a DLS software synthesizer to produce the appropriate music and sound effects on PCs without sound cards. Part 5.5 Audio Programming Page 184
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Environmental Reverberation
To take advantage of modern audio cards in games, programming accurate sound propagation is necessary. Echo Direct Path Reverberation Part 5.5 Audio Programming Page 185
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Environmental Geometry
To model sound accurately, the existence or absence of direct paths must be taken into account. The lower volume echo and reverberation are heard, emphasizing the existence of the barrier. Both the direct path and early reflections are blocked, so only the later reflections are heard. Reverberation No Echo Path Echo No Direct Path No Direct Path Reverberation Part 5.5 Audio Programming Page 186
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