Monday, 29 April 2013

sound practical 2

  • Adobe audition cs6 open 


  •          Open the sound we were sent from the C drive



  •   Height = amplitude
  •  Try not to go above -3 on the right side scale
  •  Preview bar at the top of the page
  • Can scale the bar to zoom in
  •  Left and right channels left on top and right underneath
  •   Play bar moves along the sound when you click play 

 We zoomed into the sound so that we could see the part we were are about to remove, click and drag over the part of the sound you want to delete, then hit delete to remove it.
By removing this unwanted audio you decrease the file size and make the sound trigger straight away. 
 Repeating this technique I removed all of the blank sections of this audio.
 Effects
Adding reverb
  • Go to effects 


  •  We changed the reverb pre-set
  • If you turn up the delay time the room the sound is coming from will appear bigger
  • Dry= original sound
  • Wet= the change
Reverse
·         Go to effects and chose reverse, this will reverse the sound.
·         Red markers at the bottom of the sound show that your sound goes over 0
·         We added reverb and then reversed it again to create a creepy sound.

Echo
·         Going to echo pre-set we changed which frequencies came back after the original sound had passed.
Stretch and pitch
·         Go to effects and go to stretch and pitch,( the stretch stretches the sound out slowing it down, this effect makes the voice appear to be slow and delayer.
The pitch section changed the height of the sound; this makes the person appear to have ether a squeaky voice at a high pitch or a deep voice at lower pitch.
Parametric equaliser
·         Go to filter and EQ and select parametric equaliser
·         The higher pitches are on the right and the lower pitches are on the left
·         by clicking on the points you can alter which pitches can be heard (for example you can make the person appear to be on the telephone) 





Using the techniques we have been show I made him sound like a chicken.

Cutting up the audio
·         I highlighted and coped certain sections of the audio that I wanted to put together to create a new sentence.
·         After copying a line of audio I went over to the files section- right click-new- audio file.
·         When the new audio file was open I pasted the sound I just copied into it.
·         I then repeated this process until I had all the sounds I wanted to mix together.
·          


Monday, 15 April 2013

sound practical one

 -Open content browser
-go to all types
- sound wave data  
- This gets you sound wave files.
 -          Select sound cue
-          -These files work on a random modulator and there for each time you click you get a different pitch. 
 -drag sounds into seen

Double click the sound icon and then go into the sounds property’s, from here you will see radius max and radius min, these change the size of the two circles (the inner circle is the max volume so if you are in this circle you will hear the sound 100%, the outer circle is a fall off from 100 to 0)

Low pass filter: filters the sound so you only here certain frequencies at different distances (further away less detail) 


Tuesday, 9 April 2013

sound for games research, looking at two games and one film

first game:
title: commando 3 

re-active sounds:


  • guns firing both the players and the enemies, when the player fires his/ her weapon a sound effect is produced, the sound is a short explosive sound that is repeated every time the player pushes the firing button and the character pulls the trigger.
  • explosions, when ever the player shoots a explosive barrel or vehicle it explodes, this explosion animation is followed by a long explosive sound effect which is loudest half way though its run time.
  • knifing sound, when the character uses his knife a sound effect triggers creating a slashing noise, this noise changes when an enemy is hit by the knife.
  • enemy kicking sound 
  • enemy flame thrower sound 
  • player being hit sound 
  • enemy dying sound 
why are these re-active sounds:
the reason these sounds are reactive is because they are a response the players actions and wouldn't be happening if the player was not interacting with enemies or the environment.

adaptive sounds:


  • background sound track 
  • enemies laughing 
  • laser sounds 
  • vehicle sounds 
  • robotic elephant boss sound track 
why are these sounds adaptive:
these sounds are adaptive because they are created to by the environment and not produced by the player creating a action.
second game:
title: Dino Strike 

re-active sounds:

  • player punching sound 
  • enemy getting hit sound effect 
  • player being hit sound effect 
  • player defeating dinosaur sound effect 
  • player shouting when punching 
  • crates being smashed 
  • player picking up items 
  • enemy chainsaw attack
  • enemy getting hit sound effect 2  
  • player stabbing sound
  • enemy being stabbed sound effect 
  • enemy shotgun sound 
  • whipping sound effect 

adaptive sounds:

  • games looping sound track 
  • enemy reeving his chainsaw
  • winning sound 

film:

re-active sounds:

  • main character drawing his sword 
  • main character screaming 
  • cannons firing 
  • enemies firing their muskets 
  • main character throwing his sword 
  • main character being shot 
adaptive sounds:

  • horses neighing and trotting 
  • background sound track 
  • samurai yelling in the background 
  • enemy soldiers running onto the battle field
  • cannon balls hitting the ground
  • enemies present there weapons 
  • samurai being hit by musket balls 
  • Gatling gun fire