Sound Production Theory
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Transcript of Sound Production Theory
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Sound Production TheoryU73
PMD2: Understand methods and principles of sound design and production
Date due: Monday 22/04/13
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From the Unit Spec – PMD2
GC Pass Merit Distinction
2
describe methods and principles of sound design and production using some subject terminology appropriately
explain methods and principles of sound design and production with reference to detailed illustrative examples and with generally correct use of subject terminology
comprehensively explain methods and principles of sound design and production with elucidated examples and consistently using subject terminology correctly
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• The five key subcategories of this GC are:
• Sound design methodology• Sound file formats• Audio limitations of game platforms• Audio recording systems• Audio sampling
• Note that you must show evidence of understanding all of these categories in order to achieve the GC.
PMD2 – Understand methods
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Sound design methodology merely consists of the planning and preparation associated with any production project, but tailored specifically towards sound.This includes, but is not limited to:• Asset lists• Deadline setting• Production timeline• Location scouting• Permissions• Health and Safety
PMD2a – Sound design methodology
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As with images, sound files come in a variety of formats; each of these have both advantages and disadvantages. Much like their graphic counterparts, sound files can also make use of compression.
PMD2b – Sound file formats
Lossy• MP3• MP4• Ogg
Uncompressed• FLAC• AIFF• WAV
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It is important to know that audio quality is limited by the target platform’s output or storage hardware. Examples of these limitations include, but are not limited to:• Sound processor unit (SPU)• Digital sound processor (DSP)• RAM• Storage• File format• Audio output (mono, stereo, 5.1, 7.1)
PMD2c – Audio limitations
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Now enjoy this hilarious gif, which is vaguely related to the concept of sound and music.
Just about.
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Analogue Sound• As with images, ‘real life’ sound is an
analogue signal.• The term analogue means that the changes
between tones and rhythms are smooth, and don’t noticeably change from one point to another.
• When sound is digitised, it is referred to as sampling.
PMD2e – Audio sampling
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Sampling• Sampling has to convert sound in the range of
20 Hz to 20 KHz and deal with a range of different amplitudes.
• Sampling involves taking measurements of a sound wave at regular intervals.
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Sampling
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Sampling Frequency• Sampling frequency is the rate at which
samples are taken – it is stated in Hertz.
• CD quality sound is sampled at 44.1 KHz.
• This means that the wave is measured 44,100 times per wave.
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Sampling Frequency• This is called the Nyquist frequency, named
after the scientist who developed the idea of sampling analogue data.
• The minimum sampling rate must always be at least twice the highest frequency in a signal.
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• Sampling depth (audio resolution) is the number of levels a wave is measured at.
This example features only a 2 bit resolution. This will lead to very low quality recordings.
Sampling Depth / Audio Resolution
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Sampling Depth / Audio Resolution• Use these links to hear audio recordings
at different resolutions.http://tinyurl.com/
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http://tinyurl.com/d8a3mod
How will the file sizes compare?
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Enjoy another hilarious, ridiculously-remotely-connected image.
Laugh, damn you.
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You need to write this up as a webzine or blog articles, entitled “Sound and Music Production Methods”.
This piece of extended writing should aim to have the same written standard as that required by any other piece of theory work, but remember the specific unit requirements.
Use the unit spec as a checklist to ensure you have covered everything that you need to.
Write-Up and examples
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The following are examples of the differences between Pass, Merit and Distinction grade writing. Use them to inform your work.
Write-Up and examples
Pass Merit“Sound for games only became important with the arrival of the 8-bit consoles. Early game consoles used a 1-bit processor and could only create a single sound like a beep... Cartridge-type games do not require much space for sound.”
“Early game consoles like console X used 1-bit processors and could only create a single sound like a beep. Although they were monophonic sounds they were there to serve a purpose. Sound for games only became important to enhance gameplay with the arrival of the 8-bit consoles. Cartridge-type games do not require much space for sound. They use small files that tell the internal sound device what notes to play and when.”
PMD2 – Understand methods
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The following are examples of the differences between Pass, Merit and Distinction grade writing. Use them to inform your work.
Write-Up and examples
Distinction“The early game console X used a 1-bit processor and could only create a single sound like a beep. This was due to the limited memory, storage capacity and processor speed of the console. Although they were monophonic sounds, they were there to serve a purpose. Sound for games only became important to enhance gameplay with the arrival of the 8-bit systems. Later, Atari released a line of 8-bit computers featuring 4 channels of mono sound using an innovative sound chip called “Pokey”. It had four independently controllable sound channels, all able to play simultaneously. Each channel had a frequency register determining the note, and a control register regulating the volume and the noise content. Later they incorporated the Yamaha YM2149 chip, which also allowed three voices.”
PMD2 – Understand methods