Thursday, November 21, 2013

Game Audio 2/3 : Atmosphere

Games are not just games anymore, they are elaborate pieces of art and should be treated as such. Many games have story lines, they can range from very simple to very complex, so I like to treat them as such. There is a book called "Sound Design: The Expressive Power of Music" by David Sonnenschein, true, the book is talking about Music in films, but the knowledge in it can be easily (& successfully) transferred into Game Audio.
 
There is a part in this book when the author provides you a part of a screenplay, which describes a scene & then asks "What to listen for?". Its quite brilliant really.
In that example 4 main things will help enhance the Audio aspect of that scene (or in our case, level)
1- People, objects & actions.
2- Environment.
3- Clues to the emotions.
4- Physical or dramatic transition.

Here a scene for us to work on.
Lets say the level you are working on has your main character running (people) on a grassy field (action) towards the town's ringing bell (object).

Lets use the above theory to break the scene down for sounds:
1- People, objects & actions
Just by this description, you would like to have 3 things:
-Panting, the fast breathing sound of your character (people).
-Squishing, the sound of feet on grass for the running part (action).
-Bell, different volume levels of a bell (object), I say different levels because you can use the volume to provide the aspect of distance to the player, plus this will come in handy in the future I promise, stay with me.

2-Environment
Obviously it is outdoors, now we have to determine a few other things:
-Is it day or night?
Both characteristics have different sounds associated with them. 
If its "Day", we can add sounds of birds for example.
If its "Night", we can use the sound of crickets and/or frogs.

-Are there any special features near by this grassy meadow that make sounds?
Trees?, add the sound of leaves softly blowing in the a breeze.
A stream?, the sound of softly running water.
An active volcano, have some rumbling sounds that appear now and then.

3-Clues to emotions
This is a little tricky, because in a way it kind of merges into the "Environment" but in deeper detail. We know that the character is running towards the town's ringing bell. Lets say its Day time, why is the bell ringing? lets say its indicating the beginning of the business day.

The emotion here should be something related to Hustle & Bustle, so you would create the sounds of the town to convey that emotion, for example:
-Many voices talking at the same time, or making phonetic sounds as if they are talking.
-Should be in a mid-rang pitch, with some minor high & low voices.
-If there are people on bicycles weaving by.
-If the ground that people are walking on is concrete or stone.
ect...

4-Physical or dramatic transition
You have to let your player/audience know that they have entered, or transitioned, into a new "Space". We just had a character "transition" from two places with different sound needs.
Place One: The Grassy Meadows
Place Two: The Town 

Transitioning from Place One to Place Two should work with the "Game Play" of the level:
A)-Is there a gate that the character has to walk through to get into the Town?
B)-Or is the Town open into grassy meadows with no barrier?

If its option "A".
Then thats easy, you will just need a sound for the Gate, then the sounds will change once your character enters, or transitions, into the new space. 

If its option "B".
Then you will need to mix the audio a little, allowing the sounds from the Grassy Meadow to slowly fade out, while simultaneously increasing the sound of the Town. 
This mixing should be determined by the distance of your character to the town.

Remember the "Bell", the Object from the #1 section? Remember how I was recommending to have different levels or volumes of the Bell to determine distance?
Well, this is where it comes in handy, as you find your self using the louder levels of the Bell, that would mean that you are closer to the town, therefore you can use  that to help you decide when to start fading out the sounds of the Grassy Meadow.

I hope this has been helpful, my next and final post on this short Game Audio series, will be about recording, and how fun and easy it can be.

Till next time.
Much Love
Mosno



 

 

Wednesday, November 20, 2013

Game Audio 1/3 : Design

Notice that these posts are called "Game Audio", not "Game Music".
One of the tiny problems with young game creators, is that they don't really think about the "Audio" for the game they are planing to create. I think people believe that by licensing a song from an artist will simply solve the "Audio" part of the game, but that is not true.

Music is just one part of the audio, you then have to think about the surrounding sounds. The sounds of the foot steps when your characters move, the sound if your characters pick up things, or hit something. Heck, the sounds at the menu selections.

While I was getting my Bachelor's degree in Simulation & Digital Entertainment at the University of Baltimore, I ALWAYS ended up being "The Audio Guy", namely because I'm also a musician. I to used to think that just making music was all that was needed, boy was I wrong.

Game companies would value you more (and actually want) not just a composer/performer, but also a Sound Designer. One of the projects I was working on during my college days at UB, was an educational game called "Oppie The Otter" for a Fredrick County Health Education project. This otter character would have to jump into the water, swim, pick up food, (that's 3 sounds right there), say things (that's voice over), and then there was the background music for the game.
And yes I did all of it, including the voice of the otter, it was...interesting :)

With a little imagination, and computer software, you can manipulate sounds and create SO many things, not only that, its actually a lot of fun.
I will talk about recording audio DIY Style in an upcoming post in this series.

So if your thinking of creating a cool game, please don't underestimate the power of Audio.
If your thinking of doing Game Audio, don't underestimate all the sounds around you.
Till next time.
Much Love.
Mosno :)