The sounds in the video game

Sounds in the video game

The sounds in the video game

Hello !

This week we were working on sound in our project, our tutor Laurent Keromnes taught us how to use Mulab and Audacity software. He also gave us a full course in videoconferencing:

To make a good loop :

  • You have to mute the end of the sound and drag it to a new track at the beginning of the sound.
  • Setting up a fade-out on the small track and a fade-in on the other is a cross fade.
  • It is necessary to make sure in-game to integrate a fade-in to the loop by integrating it.

The different auditory channels:

  • Stereo: Manages a different track for each audio device.
  • Mono: Sends the same sound to all devices, but not always with the same volume (illusion of spacialization)

The MIDI :

Midi is a transfer protocol between two devices. It allow to create a sound from a virtual instrument on the MIDI editor. (To access it in MuLab, create a new instrument track, then double-click on the track.)

The families of his:

1 : Atmosphere (loop, 2D sound) - Mostly in loop.

It is possible to : - Combines all ambient sounds into a single .wav to save space. - Have several resources that we will play according to the environment. (spacialization)

The atmosphere is a persistent sound that adapts to the spatial and random environment granular sound behaviour: Playing randomly the pitch of the sounds played.

2 : SFX (punctual interaction noise (step / jump)) - Occurrences : Launch into a place according to an action - One shot: Played once - Playlist: Played in a specific order - Random: Played randomly - Switch: Create an SFX noise for each texture existing in the game (the encapsulated ones). They will be read according to the material on which the character walks.

3: Music (diegetic or extradiegetic)

4: Voices (recorded by humans with words)

 29 nov. 2018 -  Florian Farcy - game design 3,   project sound