Unit 73 ig2 assignment creating a sample library 2013_y2
Ig2 task 1 work sheet
1. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
1
Produce a glossary of terms specific to the methods and principles of sound design and production. Using a provided template, you must
research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the website you
have obtained the definition.
You must also, where possible, provide specific details of how researched definitions relate to your own production practice.
Name: Ellie Duriez RESEARCHED DEFINITION (provide short internet researched definition and URL link) DESCRIBE THE
RELEVANCE OF THE
RESEARCHED TERM TO
YOUR OWN
PRODUCTION
PRACTICE?
SOUND DESIGN
METHODOLOGY
Foley Artistry http://filmsound.org/foley/A sound effects technique for synchronous effects or live
effects.
I used various props such as
radiators and coins, in order to
create sound effects for my 2
minute GTA sequence as well as
game sound effects.
Sound Libraries http://en.wikipedia.org/wiki/Sample_libraryA sample library is a collection of
digital sound recordings, known as samples, for use by composers, arrangers,
performers, and producers of music.
I refined and cut my sound
recordings before arranging them
into folders, prepared and ready for
use (such as import into my game).
SOUND FILE FORMATS Uncompressed http://www.webopedia.com/DidYouKnow/Computer_Science/digital_audio_for
mats.aspUncompressed audio formats (often referred to as PCM formats) are just as the
name suggests — formats that use no compression. This means all the data is available,
at the risk of large file sizes. A WAV audio file is an example of an uncompressed audio
file.
The raw recordings I took using the
microphones, were in their native
.wav audio format.
.wav http://www.webopedia.com/TERM/W/WAV.htmlThe format for storing sound
in files developed jointly by Microsoftand IBM. WAV sound files end with
a.wav extension and can be played by nearly all Windows applications that support
sound.
When working with files on Reaper,
I sometimes exported the file as a
.wav
.aiff http://www.freestockmusic.com/audio-formats/ AIFF format results in an
uncompressed PCM (pulse-code modulation) file meaning it still has relatively large file
sizes, but maintains a higher quality of sound. They are the Apple/Macintosh equivalent
of WAV files, though both Windows PCs and Apple Macs will recognize either format.
N/A
2. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
2
.au https://www.princeton.edu/~achaney/tmve/wiki100k/docs/Au_file_format.ht
ml The Au file format is a simple audio file format introduced by Sun Microsystems. The
format was common onNeXT systems and on early Web pages. Although the format now
supports many audio encoding formats, it remains associated with the µ-lawlogarithmic
encoding.
N/A
.smp http://www.ehow.com/info_12198596_file-smp.htmlAn ".smp" file may be one of
several different types of audio file. For example, it could be a SampleVision audio
sample file.It could also be a sample file for AdLib Gold, a PC sound card released in
1992; Scream Tracker, a mid-1990s music editing program; or Swell. Reason, a music
recording and production program, uses the ".smp" extension for sampler instrument
patches.
N/A
Lossy Compression http://www.webopedia.com/DidYouKnow/Computer_Science/digital_audio_for
mats.aspLossy compression will result in some loss of data as the compression
algorithm eliminates redundant or unnecessary information — basically it tosses what it
sees as irrelevant information. Lossy compression has become popular online because of
its small file size, it is easier to transmit over the Internet. MP3 and Real Audio files uses
a lossy compression.
I will use lossy compression to reduce
the size of my files before importing into
my game so that the game will access
the file quickly, and also reduce the size
of the game.
.mp3 http://www.webopedia.com/TERM/M/MP3.htmlThe name of the file extension and
also the name of the type of file for MPEG, audio layer 3. Layer 3 is one of three coding
schemes (layer 1, layer 2 and layer 3) for the compression of audio signals. Because MP3
files are small, they can easily be transferred across the Internet.
When I use lossy compression, the files I
create will most likely be in .mp3 format
AUDIO LIMITATIONS Sound Processor Unit
(SPU)
http://psx.rules.org/spu.txtThe SPU is the unit responsible for all aural capabilities of
the psx. Ithandles 24 voices, has a 512kb sound buffer, has ADSR envelope filters for
each voice and lots of other features.
The SPU handles all my audio files in the
system.
Digital Sound
Processor (DSP)
http://www.analog.com/en/content/beginners_guide_to_dsp/fca.htmlDigital
Signal Processors (DSPs) take real-world signals like voice, audio, video, temperature,
pressure, or position that have been digitized and then mathematically manipulate
them. A DSP is designed for performing mathematical functions like "add", "subtract",
"multiply" and "divide" very quickly.
I used DSP whenever I manipulate a
sound in reaper, by altering them
through an interface that translates into
mathematical instructions.
Random Access
Memory (RAM)
http://www.webopedia.com/TERM/R/RAM.htmlRAM is
an acronym for random accessmemory, a type of computer memory that can
be accessed randomly; that is, any byte of memory can be accessed without touching the
preceding bytes. RAM is the most common type of memory found in computers and
other devices, such as printers.
The ram handles bytes of memory,
including when I am playing through, or
altering any sounds.
Mono Audio http://www.mcsquared.com/mono-stereo.htmMono or monophonic describes a
system where all the audio signals are mixed together and routed through a single audio
channel.
I used mono audio when recording direct
sounds through the microphone.
Stereo Audio http://www.mcsquared.com/mono-stereo.htmTrue stereophonic sound systems
have two independent audio signal channels, and the signals that are reproduced have a
specific level and phase relationship to each other so that when played back through a
I used stereo audio when recording
ambient / environmental sounds
through the microphone.
3. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
3
suitable reproduction system, there will be an apparent image of the original sound
source.
Surround Sound http://www.webopedia.com/TERM/S/surround_sound.html Surround sound is a
term used to describe a type of audio output in which the sound appears to "surround
the listener" by 360 degrees. Surround sound systems use three or more channels and
speakers in front and behind the listener to create a surrounding envelope of sound and
directional audio sources.
My GTA audio sequence gives the
impression of surround sound but this is
a pseudo. I am not actually using 3 or
more channels or speakers in my
production process.
Direct Audio (Pulse
Code Modulation –
PCM)
http://en.wikipedia.org/wiki/Pulse-code_modulationPulse-code
modulation (PCM) is a method used to digitally represent sampled analog signals. It is
the standard form of digital audio in computers, Compact Discs, digital telephonyand
other digital audio applications. In a PCM stream, the amplitude of the analog signal is
sampled regularly at uniform intervals, and each sample is quantized to the nearest
value within a range of digital steps.
The PCM method is a process that will
have been used with all my audio stored
of devices.
AUDIO RECORDING
SYSTEMS
Analogue
http://en.wikipedia.org/wiki/Analog_recording Atechnique used for
the recording of analog signals which among many possibilities include audio frequency,
analog audio and analog video information for later playback.Analog recording methods
store signals as a continual wave in or on the media. The wave might be stored as a
physical texture on a phonograph record, or a fluctuation in the field strength of
a magnetic recording. This is different from digital recording of which among many
possibilities include digital audio and digital video, which digital signals are represented
as data or discrete numbers.
When recording with the microphone, all
audio signals are in analogue form. This
is what allows for such detailed aural
information concerning any particular
one of my recorded/produced sounds.
Digital Mini Disc http://www.minidisc.org/very_faq.html#_q106 In terms of function, think of
Minidisc as a cross between CD and cassette. Like cassette you can record from any audio
source and playback through headphones or a home HiFi. Like CD the audio is stored
digitally, the sound quality is excellent, and you can easily skip to your favorite track.
Unlike either CD or cassette you can edit the recorded audio to your heart's content,
dividing it into tracks, naming tracks and moving them around, and deleting what you
no longer need.
N/A
Compact Disc (CD) http://searchstorage.techtarget.com/definition/compact-discA compact disc (CD)
is a small, portable, round medium made of molded polymer (close in size to the floppy
disk) for electronically recording, storing, and playing back audio, video, text, and other
information in digital form
N/A
Digital Audio Tape
(DAT)
http://whatis.techtarget.com/definition/DAT-Digital-Audio-TapeDAT (Digital
Audio Tape) is a standard medium and technology for the digital recording ofaudio on
tape at a professional level of quality. A DAT drive is a digital tape recorder with
rotating heads similar to those found in a video deck.
N/A
MIDI http://en.wikipedia.org/wiki/MIDIA technical standard that describes
a protocol, digital interface and connectors and allows a wide variety of electronic
musical instruments, computers and other related devices to connect and communicate
I briefly used a midi set up when
recording scripts. Though I did not make
use of this, it would have allowed for
4. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
4
with one another. A single MIDI link can carry up to sixteen channels of information,
each of which can be routed to a separate device.
many instruments and effects from a
single controller. The device I used is
often used for radio broadcasts.
Software Sequencers http://musicianstools.wordpress.com/2008/11/12/music-recording-software-
sequencers-5-of-the-best/A music sequencer (also MIDI sequencer or just sequencer)
is software or hardware designed to create and manage computer-generated music. In
other words its plays back a musical ‘Sequence’ that you the user has defined.
I have been using software sequencers a
lot on the software Reaper in order to
manage selections of audio.
Software Plug-ins http://en.wikipedia.org/wiki/Audio_plug-in An audio plug-in, in computer
software, is a plug-in that can add or enhance audio-related functionality in
a computer program. Such functionality may include digital signal processing or sound
synthesis.Audio plug-ins usually provide their own user interface, which often
contains GUI widgets that can be used to control and visualise the plug-in's audio
parameters.
I used many plug-ins on the software
Reaper through GUIs, which added
various effects and filters to my audio.
MIDI Keyboard
Instruments
http://www.wisegeek.com/what-is-a-midi-keyboard.htm A Musical Instrument
Digital Interface (MIDI) keyboard is a musical instrument like a piano keyboard. The
MIDI portion indicates that the instrument has a communication protocol built in that
allows it to communicate with a computer or other MIDI-equipped instrument.
I used a midi keyboard primarily to
generate notes through a virtual
instrument for producing my sample
game music.
AUDIO SAMPLING File Size Constraints -
Bit-depth
http://progulator.com/digital-audio/sampling-and-bit-depth/ While sample
rate is resolution along the x axis (time), bit depth is the resolution along the y axis
(voltage). Bit depth is what makes the straight lines from the sampling process look
like a bunch of little steps instead of a perfectly straight line.
As analogue sounds, all of my audio
samples include bit depth. It’s basically
all the information displayed visually
which makes the sound what it is.
File Size Constraints -
Sample Rate
http://whatis.techtarget.com/definition/sample-rate In developing an audio
sound for computers or telecommunication, the sample rate is the number of samples
of a sound that are taken per second to represent the event digitally. The more
samples taken per second, the more accurate the digital representation of the sound
can be.
Simple rate is there for all of my audio
tracks. It does not indicate the length of
time of my tracks, instead being a
representation of the regularity of sound
samples. Similar to pixels in a bit-map
image in graphics, the more samples
within a space, the more detailed the
sound. All of my audio samples each
have a sample rate depending on the
device used to record them.