Game Audio Making (sound effects) by Satriyo
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Transcript of Game Audio Making (sound effects) by Satriyo
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@agatestudio
Game Audio Making(Sound Effects)
SatryoBard
Agate Studio
![Page 2: Game Audio Making (sound effects) by Satriyo](https://reader034.fdocuments.net/reader034/viewer/2022052410/5553a71bb4c905d4448b4680/html5/thumbnails/2.jpg)
@agatestudio
SOUND EFFECTS
FunctionCategoriesSourceEditingMastering
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Functions
• Absorb Player Into A Virtual World
• Make The Game World Believable
• Entertaining
• Satisfying
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Sound Effects Categories
• Hard Effects
• Foley Effects
• Background Effects
• Sound Design Effects
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Hard Effect
Point Buy Item
Explosion Crashes
• Hard effects are sounds that are associated with an action or event but are not dependent on the performance of the sound
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Foley Effects
Swooshes Slips
Jumps Clothes
• Foley adds believable sound to character movements
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Background Effects
Forest City
Rain Night
• These are ambiences that give an immediate ‘sound picture’ to the location of a scene
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Sound Design Effects
Monsters Lightsaber
UFO Button click
• Sound design effects are sounds that are artificially created
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Sound Effects Sources
• Studio Recording
• Field Recording
• Sound Libraries
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Studio Recording
Record sounds in a studio
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Field Recording
Record sounds outside
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Sound Library
Collection of sounds that is stored in a media such as hard drive or CDs
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Sound Effects Editing
• Equalization
• Reverberation
• Pitch Shift
• Compression
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Equalization
Alter the frequency response of an audio system using linear filters
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Reverberation
Persistence of sound in a particular space after the original sound is produced
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Pitch Shift
Technique in which the original pitch of a sound is raised or lowered
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Compression
Basically used to make sounds bigger than life
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Mastering
• Make the audio signal as high as possible without peaking and maintain overall sound at the same level and mood
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References
• Google.com
• Wikipedia.com
• Aaron Marks – The Complete Guide to Game Audio
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Thank you!