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Chapter 6.9 Audio Design and Production

Chapter 6.9 Audio Design and Production. abbreviated and then augmented by jeffery. Audio Team. The good old days all audio in a game done by one person bleeps and bloops, simple triggered audio file selection

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Chapter 6.9 Audio Design and Production

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  1. Chapter 6.9Audio Design and Production abbreviated and then augmented by jeffery

  2. Audio Team • The good old days • all audio in a game done by one person • bleeps and bloops, simple triggered audio file selection • Commercial dev teams now often include dedicated professionals for sound design, music & dialog elements (on par with film soundtracks)

  3. Audio Design Fundamentals • Audio makes 1/3rd of the entire game experience (T/F?) • Create great sound & music • Integrate into game: how?

  4. IEZA (Huiberts, van Tol)

  5. Audio Implementation • Creating great sound & music is only half of the work • Sophisticated audio design tools help • designingsound.org, check out 6/2009 articles on essential books and websites

  6. Sound Design • Sound design • Most interactive element of the audio design • Sound libraries • Essential tools for building soundscapes

  7. Music • Music provides emotional context for the game experience • Music can be linear or non-linear (i.e. interactive) • Both styles have advantages & disadvantages

  8. Voice Over Production • Becoming common in game production • Budget for professional talent if you need a good voice over

  9. Spatialized Audio • Includes 3D audio & surround sound technologies • Adds a sense of space & realism to the soundscape

  10. Studio Savvy • An understanding of audio theory & recording techniques is necessary to create great game audio • Having the best gear available allows for the best output

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