Sound design & production
Audio limitations of game platforms
As game platforms over the years have evolved, it has allowed games to be bigger and better every way. Sound is one of the things that has advanced over the years, starting off as simple beeps to 8-bit music to having actually soundtracks in games, as well as better, more polished sound effects. There were a number of limitations that stopped the older generation of consoles from having the same sound quality as modern ones. The most obvious limitation was the memory of the console and the medium the game was on. Modern games are sold on DVD or Blu-ray, both of which can hold a lot of data. Single layer DVD’s have 4.7 gigabytes, and a dual layer has 8.5GB. Single layer Blu-ray disks have 25GB, dual layers have 50GB. These large storage devices allow developers to use high quality sound files, which are large in size themselves. Older generation consoles didn’t have access to these technologies. The floppy disk, which was used by some consoles like the Amiga, had a size of 1.44MB. Today you couldn’t even fit 1 MP3 song on that, showing how small it is nowadays. This meant any developer had to keep every file as small as possible, which is why either just beeps or 8-bit music, which is just a series of beeps, was used, as it is a small file. Before DVD’s were used most companies used cartridges to distribute games on, as they were bigger than floppy disks. This allowed bigger files and more information to be put into a game, which meant more memory could be used on the sound. Consoles also have a bigger built in memory and processors nowadays, allowing developers to put bigger sound files on, as they know the console has the power to play all the sounds, whereas older consoles had a small memory and small processors, so smaller files had to be used. A final limitation is sound cards, hardware which controls sound input and output. These have advanced from older generation consoles, and are now much more powerful, which allows more sounds to be used, and also higher quality ones.
File formats
Sound files can be in many formats, but not all are used in the games industry. The most common sound files are MP3 and WMA, both of which are used all the time for music as many devices can use them. But there are many other, a few examples are: AAC, MIDI, AU, AIFF, SND, WAV and A2W. All are have differences from the others, some small while others have many differences, but they are all types of sound files.
Audio environment: Audio environments are used to help create atmospheres by making any sounds feel like they are coming from different directions. This is done using surround or 3D sound, with a number of speakers placed around a room. When sounds are played through the speakers they are played through different speakers, giving the effect that it’s all around instead of just coming out of the TV. This give the illusion that the sound is coming from that side, so watching Rambo running through a minefield as they all went off around him would sound like you are in the middle, with lots of different explosions coming out of different speakers. And who wouldn’t want to do that? Both surround and 3D sound are advancements of stereo sound, which is just 2 speakers. With this new sound technology, games and films will become even more immersive, you will feel like you are on the battlefield, in the haunted mansion, or driving the Aston Martin at 100mph being chased by gun wielding goons.
Audio sampling: Sample rate (measured in hertz) is the number of samples of a sound that are taken per second to represent it digitally. The more samples that are taken per second, the more accurate the digital sound is. The current sample rate for CD quality audio is 44,100 samples per second. Bit depth (measured in bits) is the number of bits recorded in each sample. Bit depth corresponds to the resolution of each sample in a set of digital audio data.