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GAME
AUDIO
ESSENTIALS
                Alpan Aytekin
       Game Developers Turkey
                  22.04.2012
GAME AUDIO ESSENTIALS
Alpan Aytekin      ☞ www.alpanaytekin.com
                   ✉ alpanaytekin@gmail.com
BS ITU Electronics & Communication Engineering, 2004
MA ITU Centre for Advanced Studies in Music, Sound
Engineering & Design, 2010
Global Game Jam 2009, 2010, 2011
Süpercan, Sobee, 2011
Townster, Gamester, 2010
Sprint, Lamagama, 2011
Çanak Okey, 2011
Süpercan 2, Sobee, 2012
Domination, An Ali Batı Game, 2012
GAME AUDIO ESSENTIALS

Other Game Audio People in Turkey (AFAIK)
  Uğurcan Orçun, Taleworlds
  Güney Özhan , Freelance
  Ozan Yurdakul, Bilgi University, Tri Osc
  Başar Ünder & Korhan Aydın, Dound Sesign
  Nizameddin Tuğral, Freelance
GAME AUDIO ESSENTIALS


Links and resources to follow
  Game Audio Podcast
  Top Score Podcast
  Gamasutra Audio Articles
  Game Audio Network Guild
GAME AUDIO ESSENTIALS

Books

The Complete Guide to Game Audio
  Aaron Marks

Audio for Games: Planning, Process, and
Production
  Alexander Brandon
History in Game Audio

Analog streaming in arcade machines
Chip synthesis
Prerecorded CD-ROM streaming
Prerecorded sample streaming
Interactive audio
Generative/Procedural audio
Importance of Game Audio

Parental impression on Audio
  Console in the living room, mom in the kitchen
Expanding the Players Musical Perspective
Music is the most effective form of art for reaching the
individual emotionally
Music and Sounds are there after gameplay
Form of New Media
Film Scoring vs. Game Scoring

Two way interaction
Causality of Gameplay

                            M OV I E




                            GA M E




More Film Composers getting into games
This Game Needs Audio

Audio: Sound that is carried in electrical signals.
No Turkish definition
  Sounds Effects
  Music
  or sometimes the same?
Things to Know

Placeholder
Loops
Cues
Platform Dependency
Resource Management
Spectral Output Range
Audio Middleware
Project Workflow
Game Size
  Casual / AAA > Knowing Limitations
Game Size - System Output
Human Hearing Range : 20Hz – 20000Hz
           Wavelength   17m -    2cm
Mobile Phones, Laptop Computers have limited
performance in low frequency output


            LAPTOP
           SPEAKERS!
Project Workflow
Game Size
    Casual / AAA > Knowing Limitations
Team Size
    Programmer / Art Director / Producer/ Composer /
    Sound Designer / Audio Implementer
Composer & Sound Designer are not in the inner circle
Test Cycle
File Naming Hierarchy
Game State values, Communication
Entrance of the Audio Guy in to the project
    1 minute of music is NOT composed in 1 minute
    Composing to a picture
COMPOSE!
Resource Management
Music
Selecting a musical style
Musical Knowledge


World/Ethnic Music
  Oceanic, East Asia, South Asia, Middle East, Subsaharan,
  East Europe, Caribbean, South America, North America
Western Music 11th Century – 20th Century
  Early Christian, Renaissance , Baroque,
  Classical, Romantic, Impressionist, Atonal, Minimalist
20th Century music
Sonata Form

Main Theme
Transition            Exposition
Subordinate Theme
Development

Main Theme
Transition            Recapitulation
Subordinate Theme
Coda
Leitmotif

Leitmotif is a musical term referring to a recurring
theme, associated with a particular person, place, or
idea.
Modification in terms of rhythm, harmony, orchestration
or accompaniment.
Notably associated with the operas of Richard Wagner
Dance Music
Ref: http://www.thomson.co.uk/blog/wp-content/uploads/infographic/interactive-music-map/index.html
Music
Selecting a musical style
Atmosphere
Do we always want to hear music?
Using music as NUKES
Soundscapes
Looping Structures
Ear Fatigue
Sonority
Wallpaper Music
Mickey Mousification
Flow
Mihaly Csikszentmihalyi
MUSIC CUE




ATMOSPHERE         SILENCE
Interactive Audio
Modular Approach / Procedural Approach
Procedural (Generative) > synthesis, DSP
limitations
Modular Approach
   Event driven cueing (no turning back)
   Horizontal sequencing (can switch back)
Horizontal Sequencing
Interactive Audio
Modular Approach / Procedural Approach
Procedural (Generative) > synthesis, DSP
limitations
Modular Approach
   Event driven cueing (no turning back)
   Horizontal sequencing (can switch back)
   Vertical Orchestration
      Problem of crowding
Vertical Orchestration
Interactive Audio
Modular Approach / Procedural Approach
Procedural (Generative) > synthesis, DSP
limitations
Modular Approach
   Event driven cueing (no turning back)
   Horizontal sequencing (can switch back)
   Vertical Orchestration
      Problem of crowding
Flourish Cues
Reactive Music
Audio Middleware

FMOD, Wwise, Unreal Sound Engine
Instant functions
Utility for the programmer
Effectwise
   Avoiding Hammering Effect - Variation
   Parameter Based Sound Design
   Space Design
   Procedural Audio
Musicwise
   Building an interactive audio system
Ref: Huiberts 2009, AES 35th International Conference: Audio for Games
Sound Effects

Hammering Effect
Ear Fatigue
Fletcher-Munson Curves (Equal Loudness Curves)
Sound Effects

Hammering Effect
Ear Fatigue
Fletcher-Munson Curves (Equal Loudness Curves)
Hass Effect
Hass Effect




                t
35 ms
Sound Effects

Hammering Effect
Ear Fatigue
Fletcher-Munson Curves (Equal Loudness Curves)
Hass Effect
Realistic / Surreal Sound
Sound Interaction in Space
Reverb
Sound Effects

Hammering Effect
Ear Fatigue
Fletcher-Munson Curves (Equal Loudness Curves)
Hass Effect
Realistic / Surreal Sound
Sound Interaction in Space
Reverb
WYSINWYH: What you see is not what you hear
What you see is not what you hear
Ref: Audio Design and Implementation – Two Sides of the Same Coin Martin Stig Andersen GDC 2012
Sampling & Formats

Analog to Digital Conversion
Human Hearing Range
Nyquist Theory
44100 Hz, 48000Hz, 22000Hz, 11000Hz
Mono, Stereo
Lossless: WAV, AIFF, FLAC
Compressed: MP3, ACC, OGG
IOS> Music: AIFF IMA4 Sound Effects: CAFF
References
McAlpine, Kenneth B., Matthew Bett, and James Scanlan. 2009. “Approaches to Creating Real-Time Adaptive Music in Interactive Entertainment: A
Musical Perspective”. In The Proceedings of The AES 35th International Conference: Audio For Games. London,UK, February 11–13 2009.

Bridgett, Rob. 2002. “Interactive Music”. http://web.archive.org/web/20021203015700/http://www.sound-design.org.uk/interactive.htm (accessed
23 February 2010).

Huiberts, Sander, Richard Van Tol, and Kees Went. 2009. “Game Audio Lab – an Architectural Framework for Nonlinear Audio in Games”. In The
Proceedings of The AES 35th International Conference: Audio For Games . London, UK, 2009 February 11–13.

Morton, Scott. 2010. “Game Audio Podcast #3 - Discussion: Interactive & Dynamic Music”. In Game Audio Podcast.
http://www.gameaudiopodcast.com (accessed 20 March 2010).

Kastbauer and Woldhek. 2011. “Game Audio Podcast #4 - Discussion: Procedural Game Audio”.
In Game Audio Podcast. http://www.gameaudiopodcast.com (accessed 27 March 2012).

Stevens, Richard. 2008. “Hellgate London - Music 'Interactive' or 'Reactive”. In Sound-Music-Interactive-Games. http://sound-music-interactive-
games.blogspot.com/2008/06/hellgate-london-music-interactive-or.html (accessed 4 April 2010).

Caplin, William E., Classical Form a Theory of Formal Functions for the Instrumental Music of Haydn, Mozart and Beethoven, Oxford University
Press, 1998

http://en.wikipedia.org/wiki/Leitmotif (accessed 28 March 2012).

Kastbauer, Damien. “Audio Implementation Greats #8: Procedural Audio Now”.
http://designingsound.org/2010/09/audio-implementation-greats-8-procedural-audio-now/ (accessed 28 March 2012).

Jillian Aversa, Thomas Hohl, Lennie Moore, Joe Thwaites, Kenny Wood. Composer Challenge GDC 2011, Game Developers Conference 2011

Martins, Marcelo. Rethinking the audio loop in games. http://www.gamasutra.com/blogs/MarceloMartins/20120402/167786/

Baron, Sean. “Cognitive Flow: The Psychology of Great Game Design”.
http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php (accessed 16 April 2012).

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Alpan Aytekin-Game Audio Essentials

  • 1. GAME AUDIO ESSENTIALS Alpan Aytekin Game Developers Turkey 22.04.2012
  • 2. GAME AUDIO ESSENTIALS Alpan Aytekin ☞ www.alpanaytekin.com ✉ alpanaytekin@gmail.com BS ITU Electronics & Communication Engineering, 2004 MA ITU Centre for Advanced Studies in Music, Sound Engineering & Design, 2010 Global Game Jam 2009, 2010, 2011 Süpercan, Sobee, 2011 Townster, Gamester, 2010 Sprint, Lamagama, 2011 Çanak Okey, 2011 Süpercan 2, Sobee, 2012 Domination, An Ali Batı Game, 2012
  • 3.
  • 4. GAME AUDIO ESSENTIALS Other Game Audio People in Turkey (AFAIK) Uğurcan Orçun, Taleworlds Güney Özhan , Freelance Ozan Yurdakul, Bilgi University, Tri Osc Başar Ünder & Korhan Aydın, Dound Sesign Nizameddin Tuğral, Freelance
  • 5. GAME AUDIO ESSENTIALS Links and resources to follow Game Audio Podcast Top Score Podcast Gamasutra Audio Articles Game Audio Network Guild
  • 6. GAME AUDIO ESSENTIALS Books The Complete Guide to Game Audio Aaron Marks Audio for Games: Planning, Process, and Production Alexander Brandon
  • 7. History in Game Audio Analog streaming in arcade machines Chip synthesis Prerecorded CD-ROM streaming Prerecorded sample streaming Interactive audio Generative/Procedural audio
  • 8. Importance of Game Audio Parental impression on Audio Console in the living room, mom in the kitchen Expanding the Players Musical Perspective Music is the most effective form of art for reaching the individual emotionally Music and Sounds are there after gameplay Form of New Media
  • 9. Film Scoring vs. Game Scoring Two way interaction Causality of Gameplay M OV I E GA M E More Film Composers getting into games
  • 10. This Game Needs Audio Audio: Sound that is carried in electrical signals. No Turkish definition Sounds Effects Music or sometimes the same?
  • 11. Things to Know Placeholder Loops Cues Platform Dependency Resource Management Spectral Output Range Audio Middleware
  • 12. Project Workflow Game Size Casual / AAA > Knowing Limitations
  • 13. Game Size - System Output Human Hearing Range : 20Hz – 20000Hz Wavelength 17m - 2cm Mobile Phones, Laptop Computers have limited performance in low frequency output LAPTOP SPEAKERS!
  • 14. Project Workflow Game Size Casual / AAA > Knowing Limitations Team Size Programmer / Art Director / Producer/ Composer / Sound Designer / Audio Implementer Composer & Sound Designer are not in the inner circle Test Cycle File Naming Hierarchy Game State values, Communication Entrance of the Audio Guy in to the project 1 minute of music is NOT composed in 1 minute Composing to a picture
  • 18. Musical Knowledge World/Ethnic Music Oceanic, East Asia, South Asia, Middle East, Subsaharan, East Europe, Caribbean, South America, North America Western Music 11th Century – 20th Century Early Christian, Renaissance , Baroque, Classical, Romantic, Impressionist, Atonal, Minimalist 20th Century music
  • 19. Sonata Form Main Theme Transition Exposition Subordinate Theme Development Main Theme Transition Recapitulation Subordinate Theme Coda
  • 20. Leitmotif Leitmotif is a musical term referring to a recurring theme, associated with a particular person, place, or idea. Modification in terms of rhythm, harmony, orchestration or accompaniment. Notably associated with the operas of Richard Wagner
  • 22. Music Selecting a musical style Atmosphere Do we always want to hear music? Using music as NUKES Soundscapes Looping Structures Ear Fatigue Sonority Wallpaper Music Mickey Mousification
  • 25. Interactive Audio Modular Approach / Procedural Approach Procedural (Generative) > synthesis, DSP limitations Modular Approach Event driven cueing (no turning back) Horizontal sequencing (can switch back)
  • 27. Interactive Audio Modular Approach / Procedural Approach Procedural (Generative) > synthesis, DSP limitations Modular Approach Event driven cueing (no turning back) Horizontal sequencing (can switch back) Vertical Orchestration Problem of crowding
  • 29. Interactive Audio Modular Approach / Procedural Approach Procedural (Generative) > synthesis, DSP limitations Modular Approach Event driven cueing (no turning back) Horizontal sequencing (can switch back) Vertical Orchestration Problem of crowding Flourish Cues Reactive Music
  • 30. Audio Middleware FMOD, Wwise, Unreal Sound Engine Instant functions Utility for the programmer Effectwise Avoiding Hammering Effect - Variation Parameter Based Sound Design Space Design Procedural Audio Musicwise Building an interactive audio system
  • 31. Ref: Huiberts 2009, AES 35th International Conference: Audio for Games
  • 32.
  • 33. Sound Effects Hammering Effect Ear Fatigue Fletcher-Munson Curves (Equal Loudness Curves)
  • 34.
  • 35. Sound Effects Hammering Effect Ear Fatigue Fletcher-Munson Curves (Equal Loudness Curves) Hass Effect
  • 36. Hass Effect t 35 ms
  • 37. Sound Effects Hammering Effect Ear Fatigue Fletcher-Munson Curves (Equal Loudness Curves) Hass Effect Realistic / Surreal Sound Sound Interaction in Space Reverb
  • 38.
  • 39. Sound Effects Hammering Effect Ear Fatigue Fletcher-Munson Curves (Equal Loudness Curves) Hass Effect Realistic / Surreal Sound Sound Interaction in Space Reverb WYSINWYH: What you see is not what you hear
  • 40. What you see is not what you hear
  • 41. Ref: Audio Design and Implementation – Two Sides of the Same Coin Martin Stig Andersen GDC 2012
  • 42. Sampling & Formats Analog to Digital Conversion Human Hearing Range Nyquist Theory 44100 Hz, 48000Hz, 22000Hz, 11000Hz Mono, Stereo Lossless: WAV, AIFF, FLAC Compressed: MP3, ACC, OGG IOS> Music: AIFF IMA4 Sound Effects: CAFF
  • 43. References McAlpine, Kenneth B., Matthew Bett, and James Scanlan. 2009. “Approaches to Creating Real-Time Adaptive Music in Interactive Entertainment: A Musical Perspective”. In The Proceedings of The AES 35th International Conference: Audio For Games. London,UK, February 11–13 2009. Bridgett, Rob. 2002. “Interactive Music”. http://web.archive.org/web/20021203015700/http://www.sound-design.org.uk/interactive.htm (accessed 23 February 2010). Huiberts, Sander, Richard Van Tol, and Kees Went. 2009. “Game Audio Lab – an Architectural Framework for Nonlinear Audio in Games”. In The Proceedings of The AES 35th International Conference: Audio For Games . London, UK, 2009 February 11–13. Morton, Scott. 2010. “Game Audio Podcast #3 - Discussion: Interactive & Dynamic Music”. In Game Audio Podcast. http://www.gameaudiopodcast.com (accessed 20 March 2010). Kastbauer and Woldhek. 2011. “Game Audio Podcast #4 - Discussion: Procedural Game Audio”. In Game Audio Podcast. http://www.gameaudiopodcast.com (accessed 27 March 2012). Stevens, Richard. 2008. “Hellgate London - Music 'Interactive' or 'Reactive”. In Sound-Music-Interactive-Games. http://sound-music-interactive- games.blogspot.com/2008/06/hellgate-london-music-interactive-or.html (accessed 4 April 2010). Caplin, William E., Classical Form a Theory of Formal Functions for the Instrumental Music of Haydn, Mozart and Beethoven, Oxford University Press, 1998 http://en.wikipedia.org/wiki/Leitmotif (accessed 28 March 2012). Kastbauer, Damien. “Audio Implementation Greats #8: Procedural Audio Now”. http://designingsound.org/2010/09/audio-implementation-greats-8-procedural-audio-now/ (accessed 28 March 2012). Jillian Aversa, Thomas Hohl, Lennie Moore, Joe Thwaites, Kenny Wood. Composer Challenge GDC 2011, Game Developers Conference 2011 Martins, Marcelo. Rethinking the audio loop in games. http://www.gamasutra.com/blogs/MarceloMartins/20120402/167786/ Baron, Sean. “Cognitive Flow: The Psychology of Great Game Design”. http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php (accessed 16 April 2012).