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23 Cards in this Set
- Front
- Back
3 methods of sound design |
Real, Hyper real, Surreal |
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REAL |
realistic, put in nuances (foley, breath, clocks, footsteps) Broadcast news Documentary Independent production A little bit messy, raw |
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HYPER REAL |
weapons and hits, extra sounds make it sound BIGGER (especially in combat, larger impact, maybe superpowers?) Larger than life Action |
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SURREAL |
(creatures, completely new sounds that we have no context for) Fantasy Science fiction |
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3 methods of sound acquisitions |
Field recording, Studio recording, Integrating with sound libraries |
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How does field recording differ from traditional studio recording? |
Less control vs orchestrated environment |
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How does using a library differ from recording in the field or in the studio? |
Not as much creative flexibility, tied to what you can find (for both). Record own sounds and sell them on asset libraries online. (unity asset store, unreal) |
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4 standard sound categories |
Dialogue, Backgrounds, Sound effects, Music |
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5 types of game dialogue recording |
Narration storytelling, Action and efforts, Gameplay conversation - having people in the same room, Background walla - turn away from people, Localization for publishing and distribution |
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2 styles of dialogue scripts |
Spreadsheet style (excel format), Movie style (word format) |
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Spreadsheet style dialogue script |
Character’s name, Audio file name, Dialogue to be performed, voice -over direction notes, The environment and circumstances |
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3 categories of foley sounds |
Movement(Cloth), Footsteps(Footsteps), Specifics(props) |
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Score |
music composed specifically for the game, allocated budget for composer, specific for the game, music that you haven’t heard before |
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Cue |
a section of the score that coincides with the start of a particular level or the beginning if a cinematic |
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Song |
a most often current popular song or composition by a featured artist licensing agreement and co marketing effort between game companies and record labels |
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Soundtrack |
might not be in the game (additional songs) The combination of the game score compositions and related songs Not necessarily implemented in the game The cd, dvd audio or electronic download that can be purchased by the public as related merchandise |
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Stem |
a bank of music loop groups Intended to be triggered or streamed in a different overlay combinations that can be programmed to switch on and off (red dead redemption) |
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Temp music |
an existing piece of music that has temporarily been implemented into the game Can help the game composer better understand the musical direction that the Game Producer wants Often game composers dislike temp music when pressured to imitate it, while keeping it original material |
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Diagetic music |
music can be heard by the characters in the game Music that is part of the environment |
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Non-diagetic music |
music existing outside the audible universe of the game/movie |
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Transition |
a short melody, measure or group of measures used to transition from one theme, environment, state, or mode to another. Power-ups included! |
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Motif |
a musical theme that is used to create a game identity Reinforces the presence of a particular character, species or class of creature in the game |
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Hit point |
an exact time code location in a game where the musical content must synchronize closely to a particular action in a game cinematic |