Technical Issues: Sound Technical Issues: Sound While graphics and animation can bring a game world to life, it has been said that sound and music give the game its soul. A game world without audio would seem rather hollow and empty in comparison.
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Screen shot for Mad Maestro! It is one of many new games where thefocus of the game is on sound and music itself.
Screen shot of the Legend of Zelda: Ocarina of Time. The music throughout
the game helps to establish the tone and mood.
Screen shot from Oni. Oni provides good audio feedback to the user. Everyaction has a audible result. In this case, for example, a successful punch hasa “smack” sound effect, and a missed punch has a “whiff” sound effect.
Screen shot from Splinter Cell. Sound cues are given throughout the gamethrough ambient sounds, whispers of overheard conversations, andchanges in the background music of the game.
Screen shot from Doom II. Even though you are fighting out-of-this-worldcreatures with out-of-this-world weaponry, the sounds seem tofit the situation in a realistic fashion.
Screen shot from Prisoner of War. This allegedly has some of the worstvoice acting ever heard in a game. Apparently, those German accents were really, really bad!
Screen shot from the Legend of Zelda: The Ocarina of Time. The world is full of life and sound. Whether it is sound of chickens,
a babbling brook, or creatures at night, it has considerable ambience.
Screen shot from Grand Theft Auto. Not only could you tune audio
volume, but you could listen from a variety of game provided radio stationson CD, or insert a CD of your own favourite music instead.
Samples of the basic sound waves. (Top row, left to right: sine, cosine,tangent, and white noise; bottom row, left to right: triangle, squareand sawtooth.)
A sample envelope.
Screen shot from WaveGen. A nice and simple waveform generatorto demonstrate different sound generation issues.
A sample waveform sampled at regular intervals.
Pour a drink
Speaker placement for a Dolby 5.1 surround sound system. You get a frontcentre channel, front left and right channels, rear left and right channels, and a subwoofer (for non-directional bass). Newer technologies are emerging …