Interactive media Brief

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Sound In The Interactive Media Applications and Use of Sound Sound is being used in nearly every electronic product out at the mo- ment; Toys, video games, music, television, appliances, cars, etc. But they are not always there for just entertainment purposes. Houses and cars are fitted with alarms which sound when there is forced en- try. House appliances can alert if something is going wrong such as smoke or electrical faults. I don’t know where we would be without them. The greatest thing about sound within the Interactive Media is there is no limit to where it could go. Sound within Video Games has progressed incredibly over the years. Its becoming as important as the gameplay or graphics for it to sound good, and have a great soundtrack that people will also listen too when out of game. Some games that do this are The Legend of Zel- da, Assassins creed, The Elder Scrolls Franchise and World of Warcrft. Without sound within video games it misses out on a lot, the feel for the area, the sounds of fighting, or sounds that make the enviroment come to life. You’ll notice as well the smaller things make all the differ- ence. Just like with Video games, Movies and television have no end to where they can go. With Foley artists and software becoming bigger and bigger anything can be created. Films such as the transformers although already visually incredible, the machine sounds as the move and transform is just out of this world, and that is all done because of technology these days. With smaller things such as home appliances and alarms also being able to try its best to save lives with warning sounds and sounds to make day to day life much easier it really changes the easability of not just living but how much you have to do yourself.

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Transcript of Interactive media Brief

  • 1. Sound In The Interactive Media Applications and Use of SoundSound is being used in nearly every electronic product out at the mo- ment; Toys, video games, music, television, appliances, cars, etc. Butthey are not always there for just entertainment purposes. Housesand cars are fitted with alarms which sound when there is forced en- try. House appliances can alert if something is going wrong such as smoke or electrical faults. I dont know where we would be withoutthem. The greatest thing about sound within the Interactive Media is there is no limit to where it could go.Sound within Video Games has progressed incredibly over the years.Its becoming as important as the gameplay or graphics for it to soundgood, and have a great soundtrack that people will also listen toowhen out of game. Some games that do this are The Legend of Zel-da, Assassins creed, The Elder Scrolls Franchise and World of Warcrft.Without sound within video games it misses out on a lot, the feel forthe area, the sounds of fighting, or sounds that make the enviromentcome to life. Youll notice as well the smaller things make all the differ-ence.Just like with Video games, Movies and television have no end towhere they can go. With Foley artists and software becoming biggerand bigger anything can be created. Films such as the transformersalthough already visually incredible, the machine sounds as the moveand transform is just out of this world, and that is all done because oftechnology these days.With smaller things such as home appliances and alarms also beingable to try its best to save lives with warning sounds and sounds tomake day to day life much easier it really changes the easability of notjust living but how much you have to do yourself.

2. Sound In The Interactive MediaSound In The Interactive MediaTheory of SoundAnalog vs DigitalSound within the Interactive Media consists of hun- dreds of products. Sound within Games, films, televi-sion, websites, mobile phones, animation, video, audio and software.Analog DigitalWaveform: Sound is produced when something vibrates.The vibrating body cause the medium (water, air, etc.) Analog technology recordsConverts analog waveforms intoaround it to vibrate. Vibrations in the air are called travel- waveforms as they are.set of numbers and records them.ing longitudinal waves, which we can hear. The most com-mon Waveform is called Sine which there is a video of onThe numbers are converted intothe right.Can be used on different com-voltage stream for representation.Pitch: This can also be known as the frequency (again, can puting platforms and under op-be known as hertz (Hz)). Us humans can hear between 20and 20,000 Hz (Or 20kHz). The lower the Hz the lower theerating systems such as Linux,Computing and electronics.sound, and again the higher the Hz the higher the sound.A single Hertz is one wave cycle from crest to crest. To the Unix, Mac OS and Windows.right is an example of 12,000 HzDigital signals are discrete timeDecibel (Also known as Db): is what is used to measurethe power of the sound. On the right is the Decibal scales.Analog signal is a continuossignals generated by digital mod-It is basically the higher the number the louder the sound,and the lower the number the quieter the sound.signal which transmits informa- ulationtion as a response to changes in physical phenomenon. Uses discrete or discontinous val-The Basics of Sound Recordingues to represent informationSignal to noise ratio: Is what is used to measure the levelof an audio signal but also the level of noise that it pro-Uses continuos range of valuesduces in that same signal. Signal to noise are used becausethe measurements describe what the is capable of and also to represent information It is much higher qualitythe quality of the sound.Most instruments and such actually include the Signal tonoise ratio so that the buyer can understand the level of It is not of the highest quality Less affected since noise responsebackground sound or how clear the noise will be. are analog in natureAnalogue Distortion: This happens when the system can-not handle the pattern being produced, it has to alter theMore likely to be affected re-signal so it can be processedducing accuracyDenoted by square waves Denoted by sine waves 3. Sound In The Interactive MediaThe basics of Sound RecordingDigital Distortion: This is the term used for anything added to thedigitized file by the computer, other than an error or digital clicksnot in the source, during digitization. These types of errors canbe difficult to trace and eliminate, depending on the complexityof your system and the interaction between software and varioushardware components.Digital Audio File Formats: These are used for different systems such as mobilephones, computers, MP3 players, CDs. But some systems or devices may use differentformats. The list below are ALL formats of audio used across the industry, but the im-ages below that are the most comenly used formats.3gp, act, AIFF, aac, ALAC, AMR, atrac, Au, awb, dct, dss, dvf, flac, gsm, iklax, IVS,m4a, m4p, mmf, mp3, mpc, msv, mxp4, ogg, Opus, ra& rm, ram, raw, TTA, vox, wav,wma.Mono/Stereo ComparisonStereo (or Stereophonic Sound) is better for such uses as movies,television, music players and radio stations, whereas Mono (or Mono-phonic Sound) is better for talking, such as radio talk shows, telephoneand mobile calls, hearing aids and public address system. Stereo isalot more complicated to use then Mono because of its many uses. Itneeds technical knowledge and skill to record. Youd need knowledgeof postioning of objects and such. Audio signals are recorded throughonly one channel with Mono but two with Stereo giving it more depthlike in real life. Because of Stereo being all the more technical it endsup being the more expensing for recording and reproduction, whereasMono is much cheaper.