Sunday, 5 February 2017

unit 73: sound for computer games
P1
sound file format
uncompressed is more for studio quality and is raw from recording and have a lot of layer of music like the drums and guitar the problem with this is it can take a lot of space another thing takes more data wave forms and disk space this type of sound is orginal sound and accurate.

lossy compressed

this compression is more the general things like actually playing a game while the background music plays or while listen on the go also lose a bit of the quality the way is compresses it so it's more easily stored it does mean that you can't edit anymore but that can be good considering the fact that it can't copyright without it being apparent there is another way of compression is lossless which doesn't not lose any dat thus it doesn't reduce any quality during compression process an example of that is a wav which was created by Microsoft and IBM.

audio sampling

Bit depth and resolution talking about bits and about how with more you have more details in a song than if it had less then the clarity of the music would go down so if it was a little.

audio tech definition

Sample rate is the amount of samples or frequency that is taken from a single second of a piece of music from a computer. The more samples it has the more accurate the sound of the music is.

Mono is a only one channel which mean even if you have headphones the sound with be the same in both ears for sound hardware

While mono is one, stereo is two channels so you can hear two different sounds on a headphones. So for example if two people were singing in stereo one would so you can hear them one of them singing in right while the other would left.

Surround sound is a more complex you get three or more speakers together all the individual speaker play different sound like if it was directional so if set it up and you listen to a gunbang shot from different places you would  know where it was coming from.

Audio Limitations of Games Platforms

DSP
The limitations of DSP is that does cost a lot to get plus it has more complex. Another thing is that it is you can lose some info while transferring.

RAM
The limit factor of ram is that if you don't have a big enough Ram while making pieces it will limit how fast the process of how you finish transferring or making / editing plus it lose everything if you don't save it. 

File format (eg Mp3, Wav, Aiff) 
The problem with file format the sound quality goes down for example in the high frequencies it sizzles which make it sound unprofessional also the limiting file size means that i doesn't have most of the details within the music


Audio output (eg Mono, Stereo, Surround)

one problem with the audio output is that for it you actually have to get the recording equipment require for the things like the surround  and stereo which can cost a lot and there the fact that you are taking up space to include surround which you probably need many mic for if you recording a guitar playing you recording one spot and the mic pick different tracks. 


PCM

PCM is very good to used BUT because of how complex it is it requires professional hardware and the fact it has a large bandwidth.

Audio Recording Systems 

Musical Instrument Digital Interface 
Midi is useful to create simple melody's that you can practice with.

Multi-track recording
It is for useful in a scenario that you can make and control music opening and closing but also repeating tracks to make a good melody. 

DAT
professional sound composers would use this to record music. You couldn't edit it so you had to make sure you didn't waste it. also with dat you get a better quality sound than analogue , digital signals are different to analogue because they value with machine code to represent their data where as analogue is continuous signal.

analogue 
It is used to record the original sound waves. It is more used for things like musical instrument.

Software Sequencer is one the most update way to make music. It can work using different of sample of music to make your piece.





  

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