Game Dev – Audio Specifications and Primary Sources

Audio Compression

Usually files downloaded off the internet are compressed and when you download or stream music. Audio is compressed to make the file smaller and save more space. The most common file is mp3. Uncompressed files are used for much higher quality sounds. Some typical sound files are WAV files. WAV is a format for storing uncompressed audio files. Usually Apple devices use AIFF files so you need to convert to a WAV. Image result for wav files

Sample Rates

The higher your sample rate the more likely the audio will be much higher quality. Audio frequency is measured in KHz/s, which means Kilo Hertz per second. Sample rates are the amount and speed information taken. There a two ways sample rates are taken:

Analogue which takes audio in curves. Digital sound waves record the audio using digital bits to store audio information.

Sample rates is the rate that the sound is taken into the recording device.

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Bit, Depth and Digital

Bit depth also effects the sound of the audio and depends on what sound card you have, similar graphics cards. Normal sound cards can only go up to 8 to 16 Bit depth. The sample rates vary on how much bit depth you can get. 8 bit ranges to 48KHz , 16 bit ranges to 96KHz, 24 bit ranges to 144KHz and 32 bits ranges to 192KHz.

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Dynamic Range

Dynamic Range is the available range of the volume between the loudest sound and the softest sound you can hear. The reason why this is important is because the better the dynamic range, the better signal-to-noise range is.

Signal – To – Noise range is the difference in volume between what you can hear and what you dont want to hear, for example, the noise in the background. In some audio software like audacity you can remove background noise to make your track sound a lot better.

Reverb

Reverb is like an echo. Its the after sound that is built up in a room which reacts and reflects with the with the rooms surrounding. You need to avoid reverb by using foam padding to absorb the sound waves whereas if you recorded in a corridor you can hear echos therefore creating reverb. As said in Dynamic Range you can use software like audacity to remove un-wanted sounds

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Copyright and Licensing

 

Primary and Secondary Audio

Primary audio is audio that you have made yourself where as secondary is made by someone else or downloaded online.

It is always better to create your own audio due to copyright reasons. To make your own audio you need your own recording device like a microphone. Primary audio can also be created by using software like ableton.

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The Advantages of primary audio are

Its easier than looking for hours for a certain sound effect

Your game will be more original ,Whereas there’s a high chance of audio reverb.

Below is a video of a foley artist. They record various sounds that are later added to movies and also games like My Singing Monsters.

 

 

Sound Effects Needed

Footsteps, firing gun, equipping gun, inventory, windrinsnpins

Above these are some audio files we found online. These are secondary research files, which mean we didn’t make them and other people who visit the website can download these files. I want the audio in our project to be original because it shows that we want to be unique and come up with our own creative ways to record audio.

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