Game Audio Notes

Asset Creation

  • Recording
  • Designing 
  • Sourcing

Implementation 

  • Triggers
  • Events (how the sound works)
  • Optimization 

Both sides crossover in pipelines

All games have different sets of pipelines

Ambience – ambient sounds (every room has a sound)

  • The starting point, indicates what the area is like just from walking into it.
  • Point sources: giving the sound a point of origin, affects how loud it is depending on your proximity to the source.
  • Little reverb in ambience, although depends on the game. 
  • Occlusion: stops certain noises, for instance you won’t hear another room when the door is closed.

When making ambience you should think of the location and time. For instance a dock at night would have a lot of wind and waves but little to no chatter. 

Think of specific indicators of what would distinguish places. For instance in a dock you’d hear the water splash against the boats, versus by the coast where the water would just splash on the sand.

Walla – crowd sounds (muttering, coughing, etc.)

  • Should indicate the area (think of language and location)
  • Should react to spaces (for instance dispersing a crowd)
  • Consider number of people 
  • 5+ rule (if more than 5 people are in a room you may need walla)
  • Treated like ambience 

Foley – real world sounds (footsteps, typing, opening doors)

  • Adds depth and realism 
  • Grounds the character and player into the world (for instance punch sounds or footsteps)
  • Requires thought and study of movement (make it sound as natural as possible so the player doesn’t constantly hear the same noises over and over)
  • 7 is the magic number (7 variants of each foot step)

A lot of foley is driven by animation

Sound Design – fiction world sounds (sounds that are difficult to record and must be created in house generally)

  • Anything unreal, can be hard to quantify 
  • Guns, explosions, and physics usually fall under this category 
  • Creatures, particles, “subjectives” 
  • Can cross over with music and foley
  • Job title (sound designer)

UI – sounds that indicate things to the players (doesn’t exist in the world, for instance maps and menu buttons)

  • Has to cut through the rest of the soundscape
  • Sole purpose is to relay information to the player 
  • Avoid repetition for multi-sounds (for instance collectibles constantly having the same sound)
  • A cohesive suite so the player knows what is happening even subconsciously 
  • Make sure it fits the world and game 

Dialogue – voice acting

  • Writing team will write the script then may come to the sound designer to record
  • Dialogue requires a lot of editing
  • Sound designer job is usually to just implement the dialogue into the game

Music – music (not much to expound on)

  • Sound designers job in regards to music is implementation of the music
  • Lots of dealing with pipelines 
  • Composer may not understand video games so things such as loops and loop cuts may be difficult 
  • Very difficult to be a composer and sound designer you usually pick one or the other 

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