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Ultimate Game Design : Building game worlds

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C H A P T E R 3<br />

Audio for <strong>game</strong>s is usually done by a small in-house audio staff at a <strong>game</strong> developer<br />

or by independent contractors set up to provide <strong>game</strong> audio. The level or mission<br />

descriptions in your design document, described in Chapter 2, should specify<br />

your audio requirements and intentions. Your development team needs to ask itself<br />

the following question: How are we going to use audio to support <strong>game</strong>play? The answers<br />

to this question range from the obvious to the not so obvious.<br />

Typically, audio is used in <strong>game</strong>s in one of two ways: music is “streamed” or<br />

played off the CD or hard drive to accompany a scene, or audio effects or music segments<br />

are loaded into your hardware RAM. The gaming consoles and PC sound<br />

cards have processors dedicated to handling audio processing. This fact has allowed<br />

<strong>game</strong> developers to do more than ever before. Audio-specific processors and RAM<br />

have helped open up the field.<br />

In general, audio events that must happen rapidly or in real time, such as kicks,<br />

punches, gunshots, and gear shifts, are loaded into audio RAM for immediate playback<br />

upon button or key input from a <strong>game</strong> controller or PC keyboard. Audio that accompanies<br />

cinematics or segues might simply play off of the CD or hard drive.<br />

From a design standpoint, pay attention to when and how audio is used in your favorite<br />

<strong>game</strong>s. How much or how little of which types are used? Huge crunchy gunshots<br />

and hollowed-out beam-weapon sounds definitely support <strong>game</strong>play, but<br />

don’t forget about ambience! A character’s footstep sound alone is not ambience.<br />

Some “greater” audio cue should always be setting the tone and prickling the scene.<br />

Maybe something is breathing. Maybe you hear distant chimes. Footsteps aren’t<br />

enough. Ambient audio should close you in and give you a sense of perspective and<br />

immersion. As a goal or ideal, aim for multilayer audio at all times. Personally, I<br />

always try to find new ways to keep the player on edge by using audio, or to deliver a<br />

new audio experience.<br />

For a baseball <strong>game</strong> I was working on, I thought it would be interesting to localize<br />

the audio to players on the field. In other words, I wanted to simulate baseball <strong>game</strong><br />

audio with a sense for position on the field. Playing in a major league baseball <strong>game</strong><br />

“sounds” different if you’re a catcher versus a center fielder. This particular <strong>game</strong> allowed<br />

players to play specific field positions (for example, catcher or infielder) and to<br />

“grow character attributes” for each position on a baseball team. I wanted the audio<br />

to reflect this idea.<br />

The field of <strong>game</strong> audio has plenty of room to grow. It hasn’t become very dimensional<br />

yet, partly because developers have assumed that players’ speaker systems (for<br />

all but the diehards) are marginal at best.<br />

If you know that several weapons’ sounds will be playing over your ambience or<br />

your music soundtrack, you should try to fill the audio spectrum from low bass sounds<br />

to higher frequency sounds. For a variety of reasons, this isn’t always accounted for.<br />

<strong>Design</strong> planning also plays a crucial role in implementing audio. These days, many<br />

licensed <strong>game</strong>s are in production. Licensed <strong>game</strong>s are those based on well-known<br />

75<br />

Lighting, Texturing, Particles, Effects, and Audio

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