• Non ci sono risultati.

Marco Tarini

N/A
N/A
Protected

Academic year: 2021

Condividi "Marco Tarini"

Copied!
6
0
0

Testo completo

(1)

Marco Tarini 1

Video Game Dev 2015/2016

Univ. Insubria

Game Audio

(notes)

Marco Tarini

Game Audio

Fundamental tool of game design Impact often underestimated

for immersion for gameplay

for … “story-telling potential”

The technical aspect of it,

however, is quite simple

(2)

Sound wave

Air pressure as a function of time Waves:

frequency(Hz, audible = ~32 to ~16K), amplitude( perceived loudness)

Perception

as with most senses, response is roughly logarithmicwith physical quantity (see: decibel)

Sound wave

Air pressure as a function of time

frequency : (1/sec = 1 Hz)

(3)

Marco Tarini 3

Sound wave

Air pressure as a function of time To digitalize it:

sampleit

at some fixed rate quantizesamples

at some fixed precision

…then probably compressit wavelet compression works great mp3 compression: perceptual encoding

Assets for generic sounds:

most common file formats

.mp3

perceptual encoding good balance

most common

.ogg (vorbis)

optimized for music usually best quality

.wav

often (but not necessarily) uncompressed

(4)

Specialized assets for music

Store the score instead?

e.g. MIDI specifications

much cheaper than sampled sound to store, but requires instrument liberary at runtime not much used anymore (in games) still most convenient for proceduralmusic?

Specialized assets for ambient sounds

Randomized blend of individual waves

according to customizable rules e.g. randomized repetitions, at randomized times

Authoring: specialized game tools

e.g. see http://rpg.ambient-mixer.com/

(5)

Marco Tarini 5

Sound Rendering:

basic playback tasks

Mixing

Tweak / Tune: (useful to randomize!) loudness

both frequencyand speed

only frequency, only speed (less trivial)

other dynamic effects:

reverb echos…

“3D” sound “rendering”

localize sounds in 3D (using stereo) tune loudness

abstractions:

Libs: OpenAL, Wwise

(and, many audio modules of

game engines)

the listener the sources

the buffers(the assets to be played / mixed) (sitting in nodes of the scene graph)

Sound Rendering:

advanced tasks

Sound occlusions

how to: reuse collision objects!

triggering effects like:

muffling absorption

Full fledged procedural sound synthesis

e.g. procedural sounds for collisions from physical material specification not (yet?) used

active (niche) research topic

(6)

Triggering sounds in the game

from scripts

e.g. at collision response

e.g. accompanying all sorts of game logic from “doors opening” to “level completed”

as «Actions» of the AI

see: AIfor NPCs

automatically tied to animations

e.g.

footsteps during walk / run

detach from ground / land sounds for jumps air-swishes during sword swings

convenient for easy synchronization action / sound

Authoring sound assets

Synthesized / simulated / procedural fxs : baked

(rare) Captured fxs :

hardware: a good microphone!

by: “Foley artists”

very often: just bought / downloaded from repositories Voice :

hardware: a good microphone!

by voice actors

(sometimes, during motion capture sections)

speech synthesis? won’t be used (for some time yet) Composed (for music) :

musicians: frequent 3rd members of 3-man dev teams recent improvements of tools (both HW and SW)

then, sound editing

Riferimenti

Documenti correlati

The CAMx model, is used to calculate the background concentration levels due to the emissions surrounding the local scale area, but switching off the local

D’altra parte, ci sono molte parole che si pronunciano davvero con il (tc), (la “c” di ciliegia), e proprio HOW MUCH ne è

3D data models textures materials shaders animations collision objects scenes etc audio. music sound fxs ambient sounds voice

A simple rendering method is presented to avoid vertex seams in cylindrical and toroidal uv-mappings used for texture mapping (a vertex seam is a vertex dupli- cation of a

Their analysis takes into account the potential endogeneity of overeducation and shows that the wage penalty of overeducation is approximately 9% but highly varies according to

The new book of the Catalan sociologist Manuel Castells takes up again, after several years, some of the issues he tackled in some of his most famous works: the internet,

nature sustainability environment culture education life green change complessità ecologia mondo società future global ambiente ethics locale engagement nature

(2017) presented an interesting study on the genetic variants of β-casofensin, a bioactive peptide corresponding to bovine β-casein A 2 f94–123,.. with promising effects