Components of Sound Well, some of them anyway Who Am I? Nick - - PowerPoint PPT Presentation

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Components of Sound Well, some of them anyway Who Am I? Nick - - PowerPoint PPT Presentation

Components of Sound Well, some of them anyway Who Am I? Nick Dymond www.monomoon.co.uk nick@monomoon.co.uk @NEDymond Toast Time Friendship Club Cosmic Express Alan Hazleden Rico Groundshatter Games TxK Maia and a ton of other


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Components of Sound

Well, some of them anyway

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Who Am I?

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Nick Dymond www.monomoon.co.uk nick@monomoon.co.uk @NEDymond

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Toast Time

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Friendship Club

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Cosmic Express – Alan Hazleden

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Rico – Groundshatter Games

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Maia TxK

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… and a ton of other stuff.

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… and a ton of other stuff.

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What We’re Going To Cover

And what we’re not

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Running Order

  • 1. Audio Terminology
  • 2. Listening Modes
  • 3. Volume & Dynamic Range
  • 4. Tempo & Rhythm
  • 5. Texture & Corruption
  • 6. Synchresis
  • 7. Conceptualisation
  • 8. Q&A

What We’re Going To Cover

*Further reading will appear here, like this.

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Audio Terminology

The many problems of discussing sound

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Terminology Overlap

Many words have audio specific meaning that is distinct from other usage. For instance:

  • 1. Frequency
  • 2. Compression
  • 3. Dynamics
  • 4. Mixing
  • 5. Mastering

Audio Terminology

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Lack of Words

"We have many nouns that talk about the act of looking: look, glance, stare, gaze, glimpse, gawk, goggle, gander, squint, ogle, peer, peep, peek etc.[...] yet for the act

  • f hearing we have nothing."
  • Walter Murch

YouTube: “Surrounded by Soundscapes: Charles Amirkhanian, Bernie Krause, Walter Murch”

Audio Terminology

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Fluffy Words

Many words have audio specific meaning that is distinct from other usage. For instance:

  • 1. Warm
  • 2. Fat / Phat
  • 3. Heavy
  • 4. Crunchy
  • 5. Skeletony (no, really…)

Audio Terminology

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Overcoming These Issues

What can you do to ensure good communication regarding sound?

  • 1. Use reference / make a mood-board of sound
  • 2. Discuss things in person if possible (i.e. not Slack)
  • 3. Vocalise and act out
  • 4. Record vocalisations
  • 5. Check in with your sound designer regularly
  • 6. A decent pipeline… but that’s a whole ‘nother talk.

Audio Terminology

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Listening Modes

How we listen

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“Get the habit of analysis - analysis will in time enable synthesis to become your habit of mind.”

  • Frank Lloyd Wright
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Understanding How We Hear

There are many models for how humans contextualise sound, we’re going to cover two:

  • 1. L’Objet Sonore (The Sound Object) - Pierre Schaeffer 1967
  • 2. The Three Listening Modes - Michel Chion 1994

Listening Modes

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L’Objet Sonore- Pierre Schaeffer 1967

Ouir - Peripheral hearing (inconsequential sound) Entendre - Selective hearing (focussing our perception) Comprendre - Subjective hearing (emotional / cultural response) Écouter - Objective / Primal hearing (is something about to kill me?)

Listening Modes

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The Three Listening Modes - Michel Chion 1994

Causal - Determining cause or properties Semantic - Encoded information eg. language Reduced - Listening independent of origin or meaning (analytical)

Listening Modes

*Audio Vision - Michel Chion

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Volume & Dynamic Range

Simple, right? Wrong!

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Why Is Volume Important?

  • 1. It represents quality
  • 2. It helps present hierarchies in your game
  • 3. It can be manipulated for subtle or extreme dramatic effect

… also, SIEE (Sony) have certain recommendations for their certification process, others may follow suit.

Volume & Dynamic Range

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It’s a pain in the arse...

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It’s a pain in the arse...

… unless you think about it early and often and even then it’s still quite painful at times.

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Gain Staging

  • Structure your project to make broad changes easier
  • Group sounds for sweeping changes
  • Ensure your sound files are relatively loud/clean to start with
  • It’s easier to turn one thing up than everything else down so leave

room to do that

  • Don’t turn something down and then back up later in the chain (signal

to noise issues)

Volume & Dynamic Range

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How Do We Measure Volume?

We can look at the maximum momentary amplitude value… … but it’s also important to take amplitude readings over a window of time. Maximum loudness = Peak Average loudness = RMS

Volume & Dynamic Range

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Peak is ‘maximum’ RMS is ‘average’

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Units of Loudness

Decibels In a digital audio system, 0 dB is maximum loudness. LUFS (Loudness Units Full Scale) A set of standards for measuring RMS loudness

  • 23 LUFS and EBU R128 standards (this is what SIEE are looking at)

Volume & Dynamic Range

*http://www.r128audio.com/

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Dynamic Range

  • Loudness is temporal
  • Dynamic Range represents the extent of the changes in loudness
  • In order for something to be loud it has to be preceded by something

quiet

  • Ears get fatigued by a lack of dynamic range

Volume & Dynamic Range

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Compression & Sidechaining

Compression reduces dynamic range by lowering the volume if the volume exceeds a specified threshold. Sidechain compression uses a 2nd signal to drive the threshold circuit (thus the volume of one sound can make another sound quieter) Sidechain compression is sometimes called ‘ducking’.

Volume & Dynamic Range

*https://unity3d.com/learn/tutorials/topics/audio/duck-volume-audio-effect

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The Loudness War Metallica Death Magnetic

(2008)

CD Version Guitar Hero version

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The Fletcher Munson Curve

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If you want to make something really loud, turn everything else down.

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Or better still, leave some headroom in the first place.

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All volume controls should be logarithmic

https://www.dr-lex.be/info-stuff/volumecontrols.html

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Tempo & Rhythm

Order vs. Chaos

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But My Game Isn’t A Music Game

Doesn’t matter... All games are temporal and therefore have some form of pacing Learning about timing might give you creative ideas in future, it is intrinsic in so much that we do (comedy timing, reveals etc.) Pacing is a vital part of your toolkit as a game designer

Tempo & Rhythm

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Listening For Time

Tempo is measured in Beats Per Minute (bpm) Tap Tempo is a useful tool (http://www.all8.com/tools/bpm.htm) Think about tempo/speed/rhythm when you’re designing and playtesting Discuss tempo with your composer Think about timing/pace when playing other games (tap along to them)

Tempo & Rhythm

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Variations in Tempo

  • Provides musical / thematic structure
  • Reduces fatigue / boredom
  • Manipulates players heartrate / awareness

This applies to game mechanics as much as music

Tempo & Rhythm

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Operating Outside of Tempo

Film editing principles Comedy timing Literature (sentence length / pacing) Comics (panel size / detail / flow) Moment Form (Karlheinz Stockhausen)

Tempo & Rhythm

*In the Blink of an Eye - Walter Murch *Understanding Comics - Scott McCloud

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Texture / Corruption

When crap means good

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“Whatever you now find weird, ugly, uncomfortable and nasty about a new medium will surely become its signature. CD distortion, the jitteriness of digital video, the crap sound of 8- bit - all of these will be cherished and emulated as soon as they can be avoided. It’s the sound of failure: so much modern art is the sound of things going out of control, of a medium pushing to its limits and breaking apart. The distorted guitar sound is the sound of something too loud for the medium supposed to carry it. The blues singer with the cracked voice is the sound of an emotional cry too powerful for the throat that releases it. The excitement of grainy film,

  • f bleached-out black and white, is the excitement of

witnessing events too momentous for the medium assigned to record them.” - Brian Eno

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Phenomenology of Recording Mediums

  • We are finely-tuned to recording formats
  • Consciously or not we assign historical and personal meaning to them

This can be profoundly evocative and beds our work into a specific historical, possibly personal, perspective.

Texture / Corruption

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Matching Visual Texture

  • Film grain
  • 8-bit /16bit (1bit?..)
  • Hand-drawn
  • Hi-fi / Lo-fi
  • Glitch
  • VHS / Tape
  • Vintage radio / TV noise
  • Swanky shaders
  • etc...

Texture / Corruption

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Your visual aesthetic is amplified if it has matching artefacts in the audio domain

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Synchresis

Synchronism + Synthesis

(I hate portmanteaus too)

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Synchresis Definition

“The mental fusion between a sound and a visual when these

  • ccur at exactly the same time.”

Defined by Michel Chion in his book Audio Vision (remember him from earlier?)

Synchresis

*http://filmsound.org/chion/sync.htm

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Synchresis Is A Trick

You can get away with a lot Be sure to match on-screen timings/shape, with timing/shape of associated sound Embed meaning into sounds (or just have a laugh) Intentionally break sync for special effect (this is playing with fire)

Synchresis

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The Size and Shape of Sounds

Basic relationships between on-screen event and the sound:

  • Duration
  • Envelope
  • Scale
  • Spatial positioning
  • Distance
  • Material / Nature of Source

Synchresis

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Diminishing Sounds

Not all game events need sound. You might also need to make sounds much smaller than the associated event. Consider:

  • How frequently does this game event occur?
  • How important is the sound (to the player / to your themes)?
  • How tightly packed are game events - is there room for more sound?
  • Accessibility

Synchresis

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Listen with fresh ears for anything potentially annoying

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Conceptualisation

Graphic scores, scribbles and acting-out

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Graphics Scores (or in my case, scribbles)

Why do graphic scores help me with composition and sound-design?

  • Provide structure / specification to work to
  • Help me define interesting shapes to sounds/scenes/events
  • Move the compositional process to an imaginative ideal state rather

than a reactionary linear one

  • Allow me to discuss the sound with programmers
  • Can help the implementation process (breaking down events)

Conceptualisation

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Whiteboards and Pissing Around

Collaborative pre-production sessions.

  • Animators and sound-designers love each other (if given the chance)
  • Can inadvertently create game design ideas
  • Increases morale
  • Raises questions of implementation early on
  • ‘Interdisciplinary aesthetic cohesion’ (stick that in your pipe :D )

Conceptualisation

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Round-up

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Listen closely to everything you can - deconstruct sounds/places/meaning

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Tie audio into the aesthetic of your game from the outset

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Don’t forget or neglect your sound designer, inspire them

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Audio should be fun!

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Thanks for Listening

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Nick Dymond www.monomoon.co.uk nick@monomoon.co.uk @NEDymond