Game Audio 101


On Thursday we had another lecturer talk who founded Salix game in 2016 , was the winner of best sound design – Tiga awards…
What is game audio?
- Assert creation, recording, designing, sourcing, implementation, triggers, events, optimisation, pipelines, ambience, Walla (muttering,etc), Foley, sound design, UI, dialogue
Ambience
- Starting point, build form the ground up, point sources ( a point of origin), revert preclusion
Example : A forest
- Where : Geographic Location important, floral fauna will change.
- Type : Different types, all sound different
- Time : Dusk, dawn night, day
- What : Is it in the forest? Something in the distance, hints of enemies.
Foley
- Creates real world sounds adding depth and realism , grounds the character and the player to the world. More than just footsteps, requires thought and study of movement rule of 7:
Example : Two people sit down for a cup of tea
- Who : Who are they, what are they?
- Materials : What are they wearing? Natural or synthetic
- When : Modern? period piece?
- Where : Is there furniture? what it made of?
Walla
- Aka crowd sound or loop group (Do you need it?), 5+ rule, Use one shot dialogue, 5 seconds – fade in fade out…
Example : Someone with a giant sounds
- When : Modern? Period peace? This will change the ground of the group completely
- what : whats going on? is the bar full or at closing
- context : Should the person with the giant sound be there ? is there a reaction to them? is there a fight or people listening to music?
- where : where are they? sketchy? upmarket?
- who : who is there ? whats the demographic – teens?
Sound design
- tends to be anything unreal, can be hard to quantify…guns, explosions,physics fall under this category (mostly)
- Creatures, particles, “subjective”
- Can cross over with music and Foley (sea creatures, guns)
- The job title, physics & destruction
Example : You are standing in front of a creature
- Where : Where is it taking place
- Scale : How big is the creature to / how close are we?
- Biology : How does it work / how does this creature attack? / breathe / internal mechanism
UI
- The menus , more than blips & bleeps has to cut through the rest of the soundscape, sole purpose to relay information to the player, avoid repetition on for multi- sounds, a co-cohesive suit so the player knows what is happening even subconsciously, (happy, sad, and neutral tones are key)
Music
- A sound designers job will be implementation, dealing with pipelines, does your composer understand video games.
Dialogue
- From script to script , working with implementations , dialogue editing and post – pressing implementations , dialogue management
- Types of dialogue- combat back, play thoughts , etc
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