Sound Unit - 73
Sounds are created from wavelengths (eg. Sine Wave)
Certain sounds may have a different pitch, tempo and frequencies (eg. Elephants can hear between 5Hz - 10KHz)
500Hz = 500 times per second
Wavelength = Frequency = Hz
Amplitude = Lambda = λ
Humans can only hear between 20Hz - 20KHz
High freq = High pitch
Low freq = Low pitch
Middle 'C' = 261.63Hz
Piano & Violin 'C'
Qualities of the sound
Vibrations of harmonics at the same time producing the pitch.
Example and explain: Two instruments may have a similar pitch, such as that between a violin and a piano, however we distinctively know that the instruments themselves sound different.
Loudness = Level of the sound = dB
PPM = Parts Per Million
Voice = 5.5 PPM
SFX = 4.5 PPM
Music = 3.5 PPM
Avoid Distortion
Sound Source
Music - Computers can generate usable audio while equipment such as sound modules can create usable audio despite needing external equipment to help.
SFX - Footsteps/Walking - https://www.youtube.com/watch?v=eobm9HzVnvI by using a folly box, different surfaces and shoes, however more complex/unique sounds may require you to use certain objects. For example, you may need to record the crackling of a real fire, or get the sound of a real gunshot/explosion, which means you will need to use different microphones to prevent getting distortion.
Voices - Voices can be created from humans, but can be altered using certain equipment to make the voices sound different - https://www.youtube.com/watch?v=8FARIXSyaJY, the video itself shows the individual recording their voice in a recording booth, however certain
Game Audio
Voice - Multiple sections within the Game Arma 3, though for a more specific example the AAN sequence seen within the first mission (0:00 - 1:12) - https://www.youtube.com/watch?v=jXneOrqd5WM
SFX - Firing the main cannon from a T-100 tank (Arma 3) - https://www.youtube.com/watch?v=RgeD4RProbM
Music - Warthog Run (Halo 3) - https://www.youtube.com/watch?v=MtPsAf3bgAA
Calm
Voice: Voice would perhaps be cheerful/happy, and not necessarily loud
SFX: Grass being trodden on, birds chirping, a light breeze, perhaps a stream if one was nearby - https://www.youtube.com/watch?v=GuPwkeSOOEU. If however you're within a civilised area, for example, a settlement based in the forests (such as a Hamlet) then there could be some activity, perhaps minor talking (it'd go in voice), animals within the forest-based hamlet etc.
Music - The music itself would likely be light, perhaps 8-bit depending on the circumstances. - https://www.youtube.com/watch?v=JfTrNF2pBLQ
Audio Environment
I.E.Z.A
Arma 3
Note: Arma 3s Eden Editor allows for countless possibilities when it comes to creating audio affects, as such I'll be referring to base-game audio (Except once) and not player created scenarios
Effects
Affect
Company Sound Library - https://soundcloud.com/sfxsource-sound-effects
Foley - http://www.soularitysound.com/
Voice actors - https://www.voices.com/ or Keith David
Software, such as Audacity, Pro Tools, Garage Band etc. - https://www.audacityteam.org/
I - Sound library or Software
E - Foley, Voice Acting, Software or CSL
Z - Foley or sound library
A - Software, CSL or Foley (Maybe Voice actors)
Methodology
- Recording
- Mixing
- FX
Foley Recording
- Microphone
416
Studio Example
If Recording a script:
- Recording space
- Script
- Musical Notation
.ac3 Dolby.exe Lossy
.ogg Lossy
.flac Lossy
Limitations
- Time
- Money
- Brain
R.A.M
CPU
SSD
GameMaker
LOGIK
Pro Tools
Adobe
Speakers
Headphones
I use a Turtle-beach Headset/Headphones
Xbox 360 Headset is rubbish due to the poor quality audio, the fact the piece itself is small and the microphone itself is not suitable.
Size matters
Lossless = Under 500Mb
Lossy = 50Mb
The above area shows the encoders queue system, which allows for multiple files to be altered. This would be rather useful when having to alter multiple files at once, but you desire to leave the device running while you do another task, and by the time you return the files should have finished encoding.
The above image shows how the audio file of something may be altered within Adobe encoder.
When it comes to recording audio under the concept of Meow Academy, I intend to record the sound of a zip opening and closing OR the sound of bag clips + a bag opening and closing using my own bag. This is because of the concept that the game is intended to be a dating simulator set within an Academy, and as such the audio would be used for when the player was interacting with there own inventory.Zipping open/shut their bag or opening/closing clipped bits. An example of a similar concept would be audio from the game GTA V (Specifically when bags are being zipped up from a range of heists and certain missions), although the sounds will be created with different intent they could both serve similar purposes. GTA V recorded much of there audio in America and Europe (primarily Austria) however they had no dedicated recording studio, at least none that could be found regarding sound effects, however this could mean that Rockstar studios hired recording studios within the nations there music team went too, but they likely reoccurred the character and sound effects in either the states (As Rockstars HQ is based in the states) or within Scotland or other areas of the UK (As they developed the game, with there HQ in Edinburgh), though it is likely the audio studio could have been located in the region Rockstar Norther works within, as they have made/worked on the last ten GTA games within the series itself.
GTA V Prologue: Audio of Bag https://www.youtube.com/watch?v=2R0Utw3MIGQ
Certain sounds may have a different pitch, tempo and frequencies (eg. Elephants can hear between 5Hz - 10KHz)
500Hz = 500 times per second
Wavelength = Frequency = Hz
Amplitude = Lambda = λ
Humans can only hear between 20Hz - 20KHz
High freq = High pitch
Low freq = Low pitch
Middle 'C' = 261.63Hz
Piano & Violin 'C'
Qualities of the sound
Vibrations of harmonics at the same time producing the pitch.
Example and explain: Two instruments may have a similar pitch, such as that between a violin and a piano, however we distinctively know that the instruments themselves sound different.
Loudness = Level of the sound = dB
PPM = Parts Per Million
Voice = 5.5 PPM
SFX = 4.5 PPM
Music = 3.5 PPM
Avoid Distortion
Sound Source
Music - Computers can generate usable audio while equipment such as sound modules can create usable audio despite needing external equipment to help.
SFX - Footsteps/Walking - https://www.youtube.com/watch?v=eobm9HzVnvI by using a folly box, different surfaces and shoes, however more complex/unique sounds may require you to use certain objects. For example, you may need to record the crackling of a real fire, or get the sound of a real gunshot/explosion, which means you will need to use different microphones to prevent getting distortion.
Voices - Voices can be created from humans, but can be altered using certain equipment to make the voices sound different - https://www.youtube.com/watch?v=8FARIXSyaJY, the video itself shows the individual recording their voice in a recording booth, however certain
Game Audio
Voice - Multiple sections within the Game Arma 3, though for a more specific example the AAN sequence seen within the first mission (0:00 - 1:12) - https://www.youtube.com/watch?v=jXneOrqd5WM
SFX - Firing the main cannon from a T-100 tank (Arma 3) - https://www.youtube.com/watch?v=RgeD4RProbM
Music - Warthog Run (Halo 3) - https://www.youtube.com/watch?v=MtPsAf3bgAA
Calm
Voice: Voice would perhaps be cheerful/happy, and not necessarily loud
SFX: Grass being trodden on, birds chirping, a light breeze, perhaps a stream if one was nearby - https://www.youtube.com/watch?v=GuPwkeSOOEU. If however you're within a civilised area, for example, a settlement based in the forests (such as a Hamlet) then there could be some activity, perhaps minor talking (it'd go in voice), animals within the forest-based hamlet etc.
Music - The music itself would likely be light, perhaps 8-bit depending on the circumstances. - https://www.youtube.com/watch?v=JfTrNF2pBLQ
Audio Environment
I.E.Z.A
Arma 3
Note: Arma 3s Eden Editor allows for countless possibilities when it comes to creating audio affects, as such I'll be referring to base-game audio (Except once) and not player created scenarios
Effects
- A variety of different infantry weapon sounds regarding the different calibres of firearms, eg. M&X 6.5, 7.62 etc.
- A variety of different audio for both rotary and fixed winged aircraft.
- A range of explosion sound affects for the different calibre shells, missiles, timed explosives, mines etc.
- Footsteps, ranging from the crunching of vegetation out in the pacific to running down a concrete path in the Mediterranean, with the affects themselves altering depending on the weather conditions, such as the sound of running across mud becoming more squishier. Along with the different audio for vehicles driving across different terrain, be it water or ground (Amphibious APCs will sound different to jet skies and boats at sea)
- The sound of crackling fire rising up from a destroyed vehicle
- Wildlife (Birds) generating noise with their chirping
- The sound of buildings turning into rubble, or aircraft sensors sounding a warning alarm regarding certain situations (Low altitude/missile lock)
- The sound of the player character breathing, be it from combat fatigue or because they are using breathing apparatus underwater
- Sirens from specific vehicles (Such as an ambulance)
- Church-bells may be rung automatically when near locations that have a church structure within the vicinity.
Walking in the Jungles of Tanoa - https://youtu.be/tDXb4Ltg5qQ
Combat Sounds (Gunfire, vehicle, aircraft etc.) - https://youtu.be/XDV8RJQLUK0
Zone
- Rain, refers to almost all the overall rain itself, though the intensity of the rain itself may be different
- Lightening (Both as an entity striking the ground and as sound) striking the ground, often associated with the rain itself, tends to occur in dark atmospheric areas unless triggered by a in-game mission maker (Zeus).
- Wind (Only occurs at high altitudes, eg. in an aircraft, airdropping, up a very large hill/mountain) may deafen the player (Depending on their overall speed)
- Earthquakes (Occurring at periodic intervals within all campaigns, but not necessarily all missions) creates the affect of a unstable position, with the risk of buildings collapsing onto the player.
Interface
- While no audio is present for the interface in the original game, mod developers have done alterations to the sound files. When the user opens their inventory they hear the zip of a bag, and a click when removing/placing an items in/out of their bag.
The Mod page:http://www.armaholic.com/page.php?id=31836
Affect
- Despite weapons fire, distant battles and explosions can occur, however there are no entities creating the battle, but instead it is an audio file.
Company Sound Library - https://soundcloud.com/sfxsource-sound-effects
Foley - http://www.soularitysound.com/
Voice actors - https://www.voices.com/ or Keith David
Software, such as Audacity, Pro Tools, Garage Band etc. - https://www.audacityteam.org/
I - Sound library or Software
E - Foley, Voice Acting, Software or CSL
Z - Foley or sound library
A - Software, CSL or Foley (Maybe Voice actors)
Methodology
- Recording
- Mixing
- FX
Foley Recording
- Microphone
416
Studio Example
If Recording a script:
- Recording space
- Script
- Musical Notation
.ac3 Dolby.exe Lossy
.ogg Lossy
.flac Lossy
Limitations
- Time
- Money
- Brain
R.A.M
CPU
SSD
GameMaker
LOGIK
Pro Tools
Adobe
Speakers
Headphones
I use a Turtle-beach Headset/Headphones
Xbox 360 Headset is rubbish due to the poor quality audio, the fact the piece itself is small and the microphone itself is not suitable.
Size matters
Lossless = Under 500Mb
Lossy = 50Mb
The above area shows the encoders queue system, which allows for multiple files to be altered. This would be rather useful when having to alter multiple files at once, but you desire to leave the device running while you do another task, and by the time you return the files should have finished encoding.
The above image shows how the audio file of something may be altered within Adobe encoder.
When it comes to recording audio under the concept of Meow Academy, I intend to record the sound of a zip opening and closing OR the sound of bag clips + a bag opening and closing using my own bag. This is because of the concept that the game is intended to be a dating simulator set within an Academy, and as such the audio would be used for when the player was interacting with there own inventory.Zipping open/shut their bag or opening/closing clipped bits. An example of a similar concept would be audio from the game GTA V (Specifically when bags are being zipped up from a range of heists and certain missions), although the sounds will be created with different intent they could both serve similar purposes. GTA V recorded much of there audio in America and Europe (primarily Austria) however they had no dedicated recording studio, at least none that could be found regarding sound effects, however this could mean that Rockstar studios hired recording studios within the nations there music team went too, but they likely reoccurred the character and sound effects in either the states (As Rockstars HQ is based in the states) or within Scotland or other areas of the UK (As they developed the game, with there HQ in Edinburgh), though it is likely the audio studio could have been located in the region Rockstar Norther works within, as they have made/worked on the last ten GTA games within the series itself.
GTA V Prologue: Audio of Bag https://www.youtube.com/watch?v=2R0Utw3MIGQ
Great ammount of detail, lots to revise on for the test. Explain more on 'Qualities of the Sounds' though as one sentence isn't enough for it.
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