
I need a few documents written on sound in computer games
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£50(approx. $67)
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Description
Experience Level: Intermediate
Estimated project duration: less than 1 week
Num. of words: 3000
Industry: Art and Design
Topic: Sound for computer games
Tone: Instructional/Educational
Outline & Structure: TASK 1. (a) Choose a sound designer from a specific game genre. Research their sound design methodology (how they create game sound). Document your research to produce a body of work. (500 words)
Things to consider; soundtrack/sourced music, sound effects, use of Foley artists, sound libraries and its overall development. (Ben Burtt is a good one)
(b) PRESENT you’re findings on the Sound Designer as a PowerPoint presentation. (5mins)
You presentation can include relevant images, short video clips, and sound.
Task 2. Research audio recording systems, analogue and digital.
Give a brief history, ending with audio systems being used by today’s gaming industry.
Include an explanation of the following. (300 words)
Analogue Audio Tape, Digital Audio Tape (DAT), Digital Hard Drive Recording
MiniDiscTM, Compact Disc (CD), Digital Audio Workstation (DAW), Stereo Systems and Multi-track systems.
Task 3. (a) Create a table using the headings
Name/Type Uncompressed, Lossless Lossy /Description
include the at least the following file Formats:
Wav, Aiff, BWF, FLAC, MP3, AAC, 3GP/3G2, OGG/Vorbis
(b) Write a report explaining the audio limitations of some game platforms:
eg sound processor unit (SPU), digital sound processor (DSP); random access memory (RAM); storage; software; sample rate; file format; audio output (mono, stereo, surround) (300 words)
ONLINE RESOURCES
Influential Games Sound Engineers
Armin Elasesser http://www.fluffylogic.net/
Ben Burtt
http://www.filmsound.org/starwars/
Sound Sites
www.Grsites.com
http://www.youtube.com
http://www.freesfx.co.uk
http://www.freesound.org
Software: Sound Forge Pro
http://www.sonycreativesoftware.com/soundforge/gallery http://www.geek.com/articles/chips/review-sony-sound-forge-pro-10- 20090928/
http://www.manifest- tech.com/media_pc/sony_sound_forge_pro_10.htm#Interface
Extra notes: Sound design methodology: Foley artistry; sound libraries; original development
Sound file formats: uncompressed, eg wav, aiff, au, smp, voc; lossy compression, eg mp3, ra, vox
Audio limitations of game platforms: sound processor, eg sound processor unit (SPU), digital sound processor (DSP); random access memory (RAM); storage; software development kit; sample rate; file format; audio output (mono, stereo, surround); direct audio (pulse code modulation (PCM)); adaptive delta pulse code modulation (ADPCM); file size
Audio recording systems: analogue; digital, eg MiniDiscTM, compact disc (CD), digital audiotape (DAT), hard disc; computer audio workstation; multi-track systems; musical instrument digital interface (MIDI); software sequencers; software plug-ins; sound editors; sound modules; midi keyboard instruments
Audio sampling: file size constraints (resolution, bit-depth); sample rate; mono; stereo; surround
Industry: Art and Design
Topic: Sound for computer games
Tone: Instructional/Educational
Outline & Structure: TASK 1. (a) Choose a sound designer from a specific game genre. Research their sound design methodology (how they create game sound). Document your research to produce a body of work. (500 words)
Things to consider; soundtrack/sourced music, sound effects, use of Foley artists, sound libraries and its overall development. (Ben Burtt is a good one)
(b) PRESENT you’re findings on the Sound Designer as a PowerPoint presentation. (5mins)
You presentation can include relevant images, short video clips, and sound.
Task 2. Research audio recording systems, analogue and digital.
Give a brief history, ending with audio systems being used by today’s gaming industry.
Include an explanation of the following. (300 words)
Analogue Audio Tape, Digital Audio Tape (DAT), Digital Hard Drive Recording
MiniDiscTM, Compact Disc (CD), Digital Audio Workstation (DAW), Stereo Systems and Multi-track systems.
Task 3. (a) Create a table using the headings
Name/Type Uncompressed, Lossless Lossy /Description
include the at least the following file Formats:
Wav, Aiff, BWF, FLAC, MP3, AAC, 3GP/3G2, OGG/Vorbis
(b) Write a report explaining the audio limitations of some game platforms:
eg sound processor unit (SPU), digital sound processor (DSP); random access memory (RAM); storage; software; sample rate; file format; audio output (mono, stereo, surround) (300 words)
ONLINE RESOURCES
Influential Games Sound Engineers
Armin Elasesser http://www.fluffylogic.net/
Ben Burtt
http://www.filmsound.org/starwars/
Sound Sites
www.Grsites.com
http://www.youtube.com
http://www.freesfx.co.uk
http://www.freesound.org
Software: Sound Forge Pro
http://www.sonycreativesoftware.com/soundforge/gallery http://www.geek.com/articles/chips/review-sony-sound-forge-pro-10- 20090928/
http://www.manifest- tech.com/media_pc/sony_sound_forge_pro_10.htm#Interface
Extra notes: Sound design methodology: Foley artistry; sound libraries; original development
Sound file formats: uncompressed, eg wav, aiff, au, smp, voc; lossy compression, eg mp3, ra, vox
Audio limitations of game platforms: sound processor, eg sound processor unit (SPU), digital sound processor (DSP); random access memory (RAM); storage; software development kit; sample rate; file format; audio output (mono, stereo, surround); direct audio (pulse code modulation (PCM)); adaptive delta pulse code modulation (ADPCM); file size
Audio recording systems: analogue; digital, eg MiniDiscTM, compact disc (CD), digital audiotape (DAT), hard disc; computer audio workstation; multi-track systems; musical instrument digital interface (MIDI); software sequencers; software plug-ins; sound editors; sound modules; midi keyboard instruments
Audio sampling: file size constraints (resolution, bit-depth); sample rate; mono; stereo; surround
Zoe M.
100% (11)Projects Completed
15
Freelancers worked with
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Projects awarded
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16 Jan 2015
United Kingdom
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