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Jordan Dickson
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Jordan Dickson is now following Kevin Goodall
Jun 24, 2011
Voice Recording For this assignment I need to have a couple of voice recordings in my game. A voice recording is when a person is recorded saying something or even making a noise like a grunt. Voice recording 1 For my first recording I will say you win this is... Continue reading
Posted Jun 24, 2011 at Jordan Dickson's blog
Music Production For this assignment I had to create my own music for the game that I made. The game I made was a scary one, so I had to make a soundtrack that would set a creepy atmosphere and I believe that I achieved that. To make my soundtrack... Continue reading
Posted Jun 24, 2011 at Jordan Dickson's blog
Sound planning For this assignment I will be creating my own sounds for the game that I am making. I will have to record different sounds to create the music and sounds for my game. I will be acting as a Foley artist recording all sorts of things from doors... Continue reading
Posted Jun 24, 2011 at Jordan Dickson's blog
Audio Limitations of Game Platforms Some obvious reasons to the game audio being very limited back when games first came out is the fact that the disks or cartridges just didn’t have enough space on them to support a full on orchestra and ten hours worth of music so they had to make the audio very basic so that it could actually fit on the disk. Also back when games were first being developed they won’t have had the sort of sound equipment that we have today so they will have had to make 8 bit sound games because hats all the game could store and all that they could really make. As I mentioned before disk space is one of the reasons that sound was never really looked into too much back when the old generation of games were made purely because they couldn’t store a lot of information. Like a floppy disk has around 1.44mb space of storage on the actual disk which means that they could not get a lot on this was the same on the Nintendo 64 cartridge at first until they made and expansion pak (cartridge) which had up to 4MB memory which obviously meant a little bit more time could be put into the music which is why we went from stuff like pong which had practically no noise to games like Zelda and Mario which had very catchy tunes and had multiple different sounds and songs. Then CD’s came in and they store about 4.7GB which is a dramatic increase from cartridges which meant that the audio in games increased unbelievably, game developers now focused on game audio as well as the gameplay, being able to have all sorts of different noises and numerous voices for different characters this meant that games got a lot better but also a lot more expensive as numerous voices and sounds meant lots of different people having to make the noises. Now however we have blu-ray DVD’s which store up to 28GB which means that games can have incredibly detailed games whilst still having unbelievable sound effects, however for the majority of games they don’t actually utilise the blu-ray DVD seeing as Sony make them that means that only the ps3 can have them and seeing as the majority of games our multiplatform they are made for the xbox 360 then transferred onto all the other gaming platforms which means that the blu-ray disk is not even used so the basic disks will be used. Sound file Formats Waveform Audio File Format or WAV is a Microsoft and IBM audio file format standard for storing an audio bit stream on PCs. It is an application of the RIFF bitstream format method for storing data in "chunks", and therefore is also close to the 8SVX and the AIFF format used on Amiga and Macintosh computers, respectively. It is the main format used on Windows systems for raw and typically uncompressed audio. MPEG-1 or MPEG-2 Audio Layer, more commonly referred to as MP3, is a patented digital audio encoding format using a form of lossy data compression. It is a common audio format for consumer audio storage, as well as a de facto standard of digital audio compression for the transfer and playback of music on digital audio players. Well lossy compression is when audio quality is lost when it is compressed for instance an mp3 and non losselss compression is when it doesn’t lose and quality at all and stays in the best format it can and finally uncompressed is just the very basic audio file this will be WAV most likely. Audio Environment Ways that sound can immerse you more in the game is by having suitable music for the genre of game that you are playing so if it’s a horror game itll have very dark, sinister and creepy music to make you feel more scared where as a game like Mario will use very happy very bubbly music and will also use sounds to emphasise when something good has happened and then that makes the player feel as though they have done something well so therefore it makes them want to play it and find more things. Developers use surround sound to make the game more immersive as once again if it is a horror it will make the player jump and look around if they can hear something behind which makes the game a lot more scary. Audio Sampling Sample Rate: The frequency at which an analog audio stream is "sampled" or converted into digital. The higher the sampling rate, the closer the digital file will be to the original analog source and the better the quality. A sample rate of 44,100 khz is considered CD-quality. Bit Depth: In digital audio , bit depth describes the potential accuracy of a particular piece of hardware or software that processes audio data. In general, the more bits that are available, the more accurate the resulting output from the data being processed. Stereo: The term Stereophonic, commonly called stereo, sound refers to any method of sound reproduction in which an attempt is made to create an illusion of directionality and audible perspective. This is usually achieved by using two or more independent audio channels through a configuration of two or more loudspeakers in such a way as to create the impression of sound heard from various directions, as in natural hearing. Mono sound: Monaural or monophonic sound reproduction (often shortened to mono) is single-channel. Typically there is only one microphone, one loudspeaker, or (in the case of headphones and multiple loudspeakers) channels are fed from a common signal path. In the case of multiple microphones the paths are mixed into a single signal path at some stage. Continue reading
Posted May 24, 2011 at Jordan Dickson's blog
The Psychology of sound Sound is very important within games as it adds a whole other dimension to the game as it allows a whole other level of immersion, for instance if you are playing a first person shooter sound can make a real difference to the experience as if you have a headset or surround sound you can hear other players moving around so this can add to your feeling by this I mean you may become increasingly more nervous. However sound isn’t just in games to make you feel scared its also there to make you feel jolly for instance the Mario theme tune is very upbeat and positive and this adds to the atmosphere as it makes the game more enjoyable as it puts you in a good mood. The sources of sound Sound can be created in many different ways, there are experts in this field and these people are called Foley artists they use everyday objects to create sounds for movies just to make the sounds more intensive. Foley artists will use things like cocoanuts to represent a horse galloping or possibly a sword being unsheathed. Now foley artists recreate every single sound in the movie just using whatever equipment they need as it makes the sounds stand out a lot more and makes the movie overall a lot better because sound does add a lot to movies. Game music The music for games has always been made specially for the games but in recent years, games such as guitar hero and DJ hero have been released which means that the companies needed to get some licences for the songs that they wanted to use, now I think for DJ hero alone the licensing cost 100 million pounds and the actual game was around 20 million pounds. The music has changed dramatically as it used to be 8 bit sounds and noises and now it has changed into full on productions just for the sounds now of course depending on what game it is will depend on how much is put into the sounds like for instance final fantasy uses orchestra’s to create their music as they want their cut scenes to be very impressive and very memorable whereas a game like geometry wars does not really invest much into the sounds as they are very basic and simple. Continue reading
Posted May 24, 2011 at Jordan Dickson's blog
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Mar 23, 2011