Tuesday, 2 February 2016

Unit 73: Understand the methods and principles of sound design and production.

Nathan Bolton
Unit 73: Sound for Computer Games (Year 1)
Understand the methods and principles of sound design and production.

Research and explain when you would use the following sound formats and why?

Uncompressed:

Uncompressed files keep all the audio quality of the original source intact, like in a CD.

File types include, WAV, AIFF, AU, SMP, VOC.

WAV/AIFF: Both are interchangeable. They still have relatively large file sizes, but still also has a higher quality of sound.

AU: Sound file format that is used on Sun, NeXt, and Silicon Graphics computers.
SMP: Used for civil engineering design and documentation.

VOC: Used to store tape images for Sinclair ZX Spectrum emulators.

Lossy compression:

Lossy compression files compress the audio for space saving, though at a slightly lower quality.

File types include, MP3, RA, VOX.

MP3: Stores music supported by various software and hardware multimedia players. Mobiles, tablets, cd players, etc.

RA: RealPlayer/RealAudio, which supports most audio and video format stored in a file format developed by RealNetworks.

VOX: Similar to wave files but it doesn’t contain any information about the file.

Audio Sampling:
1.     How can resolution and bit-depth constrain file size?
Resolution: The more pixels, the higher the quality. If you want the sound to be high quality it will have a bigger file size.

Bit-depth: Bit depth is the number of bits of information in each sample (resolution). The more bits in each sample, the higher the quality. The higher the quality, the higher the file size, resulting in you needing more space in the computer if you have lots if audio files.

2.     Explain what the following words mean:

Sample rate: the number of samples of audio carried per second

Mono: heard as if it were a single channel of sound perceived as coming from one position.

Stereo: sound reproduction that creates an illusion of multi-directional audible perspective.

Surround: a system involving three or more speakers surrounding the listener to give a more realistic effect.



Audio Limitations of Games Platforms.
How can the following information limit the recording sound?
DSP (Digital Signal Processor) – it involves more power consumption, information is lost because you can only take samples at intervals
RAM (Random Access Memory) – it gets erased when the power is switched off.
File format (e.g. MP3, WAV, AIFF) – large file sizes or not as good a quality.
Audio output (e.g. Mono, Stereo, Surround) – important information can be lost, extra noise can be introduced.
PCM (Pulse Code Modulation) - requires large bandwidth and very complex coding.

In what types of scenario may you use the following audio recording equipment?
Multitrack recording – to create music.
Multi Instrument Interface – To connect a keyboard to a computer to record with.
DAT – to record sounds/music/FX.
Analogue – to create music/FX.
Software Plugins – when you want to change something about the sound.

Software Sequencer – when you want to edit music/FX.