Sound Design and Development
Audio Environment
As the sound media has grown and developed since the ‘80s, so has the environment and immersive methods that sound and audio has to give to those listening to it. This is no different in the gaming industry, but it applies with a slight difference.
Thinking back to 1980, when Pac-Man was released, it used simple 8bit music with monophonic, looped music what seemed to just bleep at different notes. At the time of development within the gaming industry, this was a breakthrough; sound in games had never been so advanced.
http://en.wikipedia.org/wiki/File:Chiptune2.ogg Here’s the example of the music that shook Japan, and then the rest of the world, by storm.
Now, in this day and age, we’re thinking “what on Earth...?” Of course, nothing can beat the classics, but when we compare that with the theme behind Valve’s Half Life series, it’s a completely different story. http://www.youtube.com/watch?v=EUKcAo8AriM
Aside from the themes behind the scenes that introduce the games to the player, there’s also the sounds inside the game that give the player a much more immersive experience, so it actually makes them feel more interactively involved. These can vary between fast paced beats to indicate a happy, fast and adventurous game, or a slow, dismal, low-key tune that can be creepy and frightening.
Using Pac-Man and Half Life again as examples, we can see that there’s a key connection between the sounds and effects that the gameplay actually gives. Mono sounds in Pac-Man are classic, quick, speedy and exciting; everything that a colourful arcade game should be in the long run. They’re catchy and easy to recognise. This shows just how Pac-Man plays: http://www.youtube.com/watch?v=uswzriFIf_k This music is a prime example of 8-bit music.
In further games developed, such as Half Life, there’s more action going in with the sounds itself, usually presented in a stereo format. For example, Half Life includes enemies that need to be attacked and combated against. These are easily recognized by the sounds they make ingame. Without these sounds, the gameplay is a little harder than it was planned to be. Here’s the example of Half Life dropships http://www.youtube.com/watch?v=Oae9btXTXm4
But that isn’t the only example. It’s beneficial when another enemy known as the “Head Crab” is heard, as it’s easier to identify where the enemy is located.
Soon, games may include more advanced sounds known as “3D sounds” which make the player aware of everything that’s around them in a 3 Dimention atmosphere. This is a very good example of that: http://gprime.net/flash.php/soundimmersion
Notice that wherever the sound is, it feels like that it is presented there in a real life atmosphere, not just in the headset.
Overall, it’s better with the sound in gameplay to identify what’s going on, and what’s going to happen later. For the games what do not include combat, the sound is best for making the player go faster, slower, warning them, congratulating them or just something to entertain them. A game without sound is known to be boring, and interest is often lost.
Audio Limitations of game platforms
In a technical side of things, there are many limitations in the audio aspect of quality and insertions in the past, and still in today’s media too. As the music industry has clearly advanced over the past few decades, so has the software and development that has been introduced too. But it’s not just music and sound that could be the limitations available in the quality and control of audio within games and films, but also storage space, processing, memory, anything that could be a problem with the performance of computers and situations as such.
Approximately 10 to 15 years ago, everyone still used Floppy Discs to store information. These contained approximately 800kB, or 1.4MB if the disc is high quality. These were the main form of portable storage, and those what weren’t so easily moved still contained very little. The quality of the 8-bit music was enough to fit into one of these cartages. This (now considered) poor quality of sounds in the media was actually the best of its kind in the game industry at that time.
Therefore, due to the limitations of storage and useable software to actually create sounds, the problems in the past were basically just that. As technology has advanced further in the media itself, it’s become a lot easier to develop perfectly acceptable music to use within the games and films that we view today. We now have more software, more storage, and more advancement in technology which makes producing a good piece of music to use within the entertainment industry.
However, despite how much our own software and development has advanced in the past years, it’s simply still not enough to create the best quality music and sounds to produce within a game that will run on machines that are not specially designed for that game itself. This means that the game will need to be played on as many platforms as possible without having to make special purchases just to run.
Further advancement in the scientific field in the research of developing computer development would be very beneficial to everyone, and despite the possible costly research, the games will pay for themselves in years to come by. Companies will be able to make more money due to the development of games that could be 3D in both graphics and sounds, playable on consoles that could just be upgraded instead of bought specifically.
Briefly, yes, everything has advanced, however it still hasn’t advanced enough to be classed as the “best of its time”. Audio is limited by performance, memory and processing within any industry. So far, it can only improve.
Audio recording systems
There’s different terms when it comes to audio, which are important when it comes to the development of sounds.
Sample Rate is measured in hertz, and these measure the rates of samples per second. Hertz are these samples. There’s approximately 44,000Hz in a single audio CD; this means 44,000Hz per second is measured by the sample rate. The Sample Rate limits the frequency range of the audio.
Bit Depth is measured in bits, describing the number of information in each sample of the audio sample. This is the resolution of the audio file, calculating the difference between standard and high definition in audio terms. Common examples of bit depth are CDs, what is recorded at 16 bits, and DVDs, which can be up to 24 bit.
Stereo channels are actually known as Stereophonic, but shortened to Stereo. These channels are pulled together to give the illusion of better sounds in more depth. This is due to the channels being separated into more than one, so sound can be balanced throughout the different channels that are available. For example, taking a headset and plugging it into a mobile phone makes it a lot better to listen to the song in more quality than not plugging it in at all. It’s not only that the sound speakers of the phone is in poor quality itself, but it’s the fact that the channels that come through the two wires in the headphones are duplicated, making a clearer and more directional listen to the audio. Stereo channels give music and audio a sense of direction by going down the different channels of sound.
Mono channels are actually known as monophonic, but shortened to Mono. This channel of sound is where all the audio channels and signals are fused together and channeled through one single audio channel. The signal from the Monophonic channels contains no level or arrival information that would simulate direction. It’s just one channel where all the sound is pushed around.
Sound file formats
There are different types of sound file formats; Uncompressed audio formats, lossless compression formats and lossy compression formats. These are the three major groups where the sound file formats are placed within, and the three groups that will be covered next.
Uncompressed Audio Formats
Uncompressed audio formats contain the suffix of WAV, AIFF, AU or PCM. The one major format would be PMC, which is usually stored in a WAV file or AIFF file. These are flexible file formats designed to aid almost any combination of sampling or bit rates. These are great formats for archiving old recordings, and the ones that are first created (the original recordings). BWF is a format what permits metadata to be stored within a file. This is the primary format used in professional audio stations due to the quality and timestamp references that the format enables to save. For this reason, I think that the games industry will use the BWF file.
Lossless compression
Lossless compression audio formats contain the suffix of FLAC, APE, WV, TTA, ATRAC, M4A, MPEG, WMA Lossless and SHN. These store less data by removing the unnecessary data within the file. Uncompressed audio formats encode both sound and silence with the same number of bits per unit of time. This means that if you make an uncompressed minute of silence, it would produce a file that’s the same size as making an uncompressed audio file. The quality of sound would decrease with lossless compression; therefore the games industry wouldn’t use this.
Lossy compression
Lossy audio formats contain the suffix of MP3, AAC, ATRAC and WMA Lossy. These make even greater reductions in the compression, further distorting the file size and sound quality. The most popular format type is MP3, but with AAC coming close behind. The quality that this produces would not be used in the games industry due to the compression severity.