Wednesday, May 16, 2012

Game Audio and Game Sound Analysis One

Game engines control the running of the game and a common audio mod that's part of game engines is f-mod.

Game Engines - A knowledge of engine capabilities is crucial for the composer.

Sonic has a track on re-peat throughout.

Mario have adaptive audio - Which is sound that reacts to game states such as player health, time remaining etc.

Dynamic Audio - Any sound that responds to a game-play condition or event is considered to be dynamic. DA can be affected by the structures in the environment such as walking behind a wall (the sound would lower) or as they respond to physics (such as a Doppler shift).

The soundtrack for the interactive mystery game Myst (1993) which used minimal ambient music and sound effects to fill the silence and create an eerie atmosphere... Played at a slow pace, such a minimal approach was beneficial to a game like Myst in which players may be stuck for a significant amount of time at any one stage. MIT Press, 2008, Collins, . Game Sound.

Halo has Dynamic Audio - Which reacts to changes in the game-play environment, and or to actions taken. E.g - Halo - Footsteps.

At random voices, synthetic, contemporary orchestral and strings may change throughout a game like Halo's menu.

Game Audio - Read a quote from Marty O'Donnell a Halo Game developer... Link.

Otto Matic - Bugdoom 2 - Games uses heaps of sound effects to create vivid creative scenes.

Arcade Mode Sound  Such as Fruit Ninja has different sound depending upon actions.

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