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