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Audio. Why Audio Essential tool for – Interface – Narrative – Setting & Mood.

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Presentation on theme: "Audio. Why Audio Essential tool for – Interface – Narrative – Setting & Mood."— Presentation transcript:

1 Audio

2 Why Audio Essential tool for – Interface – Narrative – Setting & Mood

3 Sound as Interface Sound as supplemental channel – reinforce visuals

4 Sound as Interface Sound as alternative channel – avoid visual overload – provide information about hidden events

5 Sound as Interface Accessibility – Are sounds essential for game?

6 Voice Acting Specialists – outside actors – Need to fit non-linear narrative – Alternative takes to common lines

7 Game Music http://www.penny- arcade.com/patv/episode/video-game-music

8 Film vs Game Score Film scores can be shaped to exact moments – Possible only in game cut scenes

9 Film vs Game Score General game music – Needs to play for undetermined time : looped – Want to adapt to situation Layer or transition adaptively

10 Sound as a Priority Sound as a primary mechanic: http://killscreendaily.com/articles/articles/ho w-sound-shapes-changed-game-music- forever/ http://killscreendaily.com/articles/articles/ho w-sound-shapes-changed-game-music- forever/

11 Sound Files

12 How are sounds stored on a computer? Encoded as binary numbers (1’s and 0’s) Two important encodings for our purposes: – MIDI sequences – Samples

13 MIDI Musical Instrument Digital Interface – Sheet music for your computer Developed in 60’s VERY compact: ~1% of mp3 User’s sound card is responsible for creating the music. – Different sound cards = different sounds

14 Anvil Studio Anvil Studio is a free MIDI editor:

15 Samples Sounds are pressure waves:

16 Samples Sampling : convert pressure wave to discrete points - smaples Sample = intensity at point in time

17 Samples Sample rate: The rate at which the samples are captured or played back – measured in Hertz (Hz), or samples per second More Hertz = higher quality and larger files An audio CD has a sample rate of 44,100 Hz, or 44 KHz Sample rate = horizontal precision

18 Samples Sample format or sample size: the number of digits used to represent each sample – Measured in bits (binary digits - 1 or 0) Audio CD = 16 bits More bits = higher quality and higher file size Sample format = vertical precision

19 Sampled formats CD Audio = 16 bits x 44,000 times a second – ~10 megabytes per minute of stereo recording Bits stored into file either compressed or raw: – Compressed: PCM (wav, aiff) – Compressed: mp3, ogg, aac, etc…

20 PCM PCM : Pulse Code Modulation – Windows usually.wav – Macs usually aiff Very big Easy to play

21 mp3 etc… Compressed formats – Reduce file size to ~ 1/10 th the space. Playback takes more work (decode audio)

22 Gamemaker Gamemaker 8 deals best with wavs – MIDI, MP3 play only one at a time GM Studio – Coverts everything to.ogg – Legacy Sound : For HTML 5 – GM:S Audio : New engine 3d sound effects

23 Sounds in Gamemaker Normal : sound effects – Can have multiple playing at one time Background Music : only one plays at a time – Start a new background and the old background turns off


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