Game Sound
Sound editors
Used for voice-overs
Sound effect creation/editing,
Ideal for audio mastering
Batch Processing for large projects
Individual sound file editing(ambience, sfx)
quick effect processing
*sound forge
Digital Audio Workstation(DAW)
Composing & Music Production
Mixing various sound elements
Mixing Cinematics & Cutscenes
Adaptive Audio
Game Audio File Specifications(Industry Standard)
.WAV file format gives Identical sound conversion between platforms(mp3s sometimes don’t read the beginning/end of loops properly which cause some errors)
48kHz sample rate (playback sound quality) CDs/music album releases are at 44.1 16-bit
24-bit bit depth
multiple 24 or 30 fps
Waves
A disturbance from an element that transports energy from a medium from one location to another
Spring Reverb(Imitation of space, useful for horror)
BPB Dirty Spring(small room reverb)
Longitudinal Waves(typically sound waves) - wave particles that move in a direction parallel to the wave
Mechanical Waves(sound waves) - require a medium to transmit its energy & cannot transmit through a vacuum
Sound
a mechanical & longitudinal wave variation in air pressure, caused by a physically vibrating object
Stingers
Useful for quick events(when something happens)
Musical stingers vs sound design stingers
match sound design elements to the musical key(tune the sound design)
Digital Recorder in Game Lab for recording
Large Diaphragm Condenser Microphone - Instruments, voice-over, sound design.
Very sensitive to heat, moisture, humidity
Shotgun Mic - Super Directional & long distance Microphone
Ribbon Microphone - Warm Beautiful tone(classic old-school tonality) (potentially voice-overs) fragile*
Plate Microphone - Surface & Vibration Recordings & resonance sound design
Dynamic Microphone - Basic Trash & Sturdy
Stereo Field/Imaging
having instruments in different areas to have a fuller sound
panning
Nice Mix of Frequencies
Having a good mix if High highs and low lows
Midranges are a middle ground
Middle-Low range also known as Mud
Mixing
Everything shines in the mixing volumes
Some sounds may naturally be louder so they need to be balanced out
Dynamics
Making sure Louds aren’t too loud and quiets aren’t too quiet
Finding a good variety but also balanced sounds so each sound is respected
Suspense can be faked by manipulating time between louds and softs
Good Level of Production
Having good processing sounds
Making good use of EQ & Bass