Monday 30 January 2017

Unit 73: Sound for Computer Games
P1
Sound file formats
Uncompressed: An audio file that is uncompressed is an audio file that is just radio waves. They are the most accurate but takes up a lot of disk space about 34MB per minute. So you would use the uncompressed audio file if you were trying to get a very realistic and better quality than compressed files.
Compressed: Compressed files are files that are reduced in size so that it does not take up as much. Due to popular believe compressing it does not change the quality at all. Compressed files are usually used on phones and MP3s because they do not have much storage compared to things like computers.
Audio Sampling
Resolution and bit-depth constrain the file size because they have to have a certain amount of memory which can not be reduced meaning the file size is constrained

Sample rate:
Sample rate is the number of samples in a piece of audio per second it is measured in Hz so for example 44,000Hz.
Mono:
Mono is the basic audio that has been around for years and is the sound that sounds like it is one position.
Stereo:
Stereo is the audio that manipulates the sound waves so that it sounds like they are coming from other directions and positions.
Surround:
Surround sound is a system of stereos that surround the person listening to it to make it seem more realistic and like they are coming from a certain position.

Audio Limitations of Game Platforms
PCM: Pulse-code modulation is raw sound being recorded in analogy and being changed to digital. The reason why it is limiting the recording of sound is because the sound can only be recorded in pulses and different time frames not all at once.
File format:(MP3, Wav, Aiff) The reason why these file formats limit the recording of the sound is because the files run using PCM so it is the same reason why it cannot be done in one go.
Audio output: The limitations for audio output is that you have to find places to put the sound recorders so you can make it sound realistic and move the positions.
DSP: A DSP is a digital signal processing microprocessor it makes it for the fast operational needs for digital signal however, it cannot work if the audio is analogue meaning it is limited to digital only.
RAM: RAMs are required to change the signal to digital and process the information quickly but some cannot change the analogue signal to digital meaning you cannot use it until you have changed it to digital.

In what types of scenario may you use the following audio recording equipment?
Multi-track recording, if you are trying to mix songs together and if you are editing. 
Midi-multi instrumental interface, works best if you have recorded many instruments and want to mix them together
DAT, DAT is good when you want to use analogue and make it sound more realistic and hear the warmth in the voice/music/sound.
Analogue, Analogue is used if you want the audio to be raw radio waves. 
Software plug-ins, Plugins are used if people do not have instruments in real life so will have to use the online plugins for instruments. It can also use real life hardware like compressors and reverbs
Software sequencer, can be used in any situation as you can make music, edit it, play it back and handling performance. It can do basically everything. 

Monday 16 January 2017

Unit 73- Sound for Computer Games
Understanding Sound Design Theory
Grand Theft Auto 5 death sound Symbolical metaphor
The Grand Theft Auto 5 death sound is an iconic soundtrack that most people know it is used to convey the information that their character is dead by using a sad sound track it also has text which counts as speech which says "wasted" which also tells the player that they are dead. This soundtrack is symbolic as being a sad soundtrack so they took that symbolism to make it show more that if you listen to it you are dead.

The Last Of Us Death Sound Symbolical Metaphor
The iconic music has been used here to show that the player is dead it does that by making it very dramatic and loud so that you know you have died. Just like Grand Theft Auto 5 it also puts text on the screen saying that you are dead and asking to restart. They use this as a symbolic music sound as every time something bad is going to happen or you die it plays showing the character that it is a bad sound to hear.

Resident Evil-opening soundtrack Iconography Speech
The resident evil opening is a very iconic sound as if you have played even one resident evil or have heard the sound it also has speech which makes the player know it is a horror game and it will show that it is going to have jump scares.

Iconography: Something which is iconic for example the Star Wars theme tune is very iconic and one of the most famous soundtracks of all time.

Monday 9 January 2017

Unit 73 Sound For Computer Games L3
Understanding Sound design theory
P1
A. mood and atmosphere
The Last of Us by Gustavo Santaolalla
The mood and atmosphere of this song has a very sad and empty feel to it as if there are no people but at the same time the music is quite lively. It has a faint sense of hope and is taking kind of a journey. The game maker made music like this because it is leading onto a journey after something sad has just happened and it adds to the atmosphere and makes the listeners feel how the characters feel. I wouldn't use a different type of music or different song as this song works and makes you feel almost sad and nostalgic.
Gravity Rush by Kohei Tanaka
It is very lively and sounds kinda like the game is an adventure game to explore and go around the world doing things. It also seems like nothing bad is happening and everything is good. The game maker used this music to start the game of all happy and there is nothing wrong with the world and its one big adventure. The music used here worked in starting the game and making it so you think everything is good and get a feel for the lively world but also so that you can tell it is an adventure  so I think that it did work.
Mass effect 2 suicide mission by Jack Wall, Sam Hulick, David Kates and Jimmy Hinson
It is a very dramatic song. It defiantly sounds like the name of the song. This song worked as the scene that is played at is a very dramatic scene as you are fighting through and could die making the song work very well. I would keep the same song as it makes everything feel dramatic and makes it feel like you need to do this otherwise something bad could happen which builds the tension making it feel dramatic. The game maker made this song to make the scene more dramatic and tense.
Kingdom Hearts Rage Awakened by Yoko Shimomura
The song is peaceful but there is also a sense of energy and it seems like there could be a fighting scene. This scene is in the game when you are doing a boss battle it works because the music seems very energetic and uplifts you and gives you energy. The song is a good song to be used for a boss battle because it isn't dramatic and tense but also makes you want to beat the boss The game maker made this song for this scene was because it was a scene that needed to have an energetic song to make the players want to beat the boss.
Payday 2 Full Force Forward By lord Simon Viklund
This is very energetic and has a sense of chaos. in the actual game it is when get seen and then they call the police and they get ready to apprehend you that's when this music comes on. it has tense atmosphere but it a beat that keeps you motivated to move on with the heist. The game maker used this song because they needed something with a beat to get the player motivated.

Foley: relating to or concerned with the addition of recorded sound effects after the shooting of a film
This is the google definition of what Foley means. To put it in normal words it is making sounds for a film or game so for example if you need a creaking door you have to go out and record a noise for the creaking door to put in the game or film. This process was made by someone called Jack Foley as he invented the process. 
Timbre: the distinctive quality or character of someone or something.
The meaning of Timbre is the quality of the sound.

Waveform: The generic term waveform means a graphical representation of the shape and form of a signal moving in a gaseous, liquid, or solid medium. For sound, the term describes a depiction of the pattern of sound pressure variation (or amplitude) in the time domain. In colloquial speech, waveform audio is often used to mean the recorded sound itself (not the graphical representation) in order to distinguish it from structured audio, e.g., MIDI (Musical Instrument Digital Interface) data.
The temporal frequencies of sound waves are generally expressed in terms of cycles (or kilocycles) per second. The simplest waveform is the sine wave, since it has only one frequency associated with it. The sound waves associated with, say, music, are constantly varying.
The meaning of waveform is writing down the sound in a graph, shown below. It is based on the frequency, amplitude and wavelength to get a graph like the one below. 
Pitch: in music the pitch of a note means how high or low a note is. The pitch of a note can be measured in a unit called Hertz. A note that is vibrating at 256 Hz will be caused by sound waves that vibrate at 256 times a second.
The pitch is how high or low the note of the sound is. It is measured in Hertz for every hertz the sound wave vibrates more so for example if you have 56 Hz then the sound waves would be vibrating 56 times a second. 
Decibel: The definition of a decibel is a degree of loudness, or is a unit used to measure how powerful or loud a sound or signal is using a logarithmic formula. When you turn your iPod up as loud as it can possibly go, this is an example of when you listen to your music at the highest decibel.
Decibels are the way that sound is measured, if you look at the graph below it tells you how many decibels there are for what sound.

Sound Generator: sound generator is a vibrating object which produces a sound. There are two main kinds of sound generators (thus, two main kinds of musical instruments).
Sound generators are basically loud speakers which are used so that you can listen to music.