WEBVTT 1 00:00:23.450 --> 00:00:26.329 Hello, this is Inho Kim for sound lecture 2 00:00:27.478 --> 00:00:30.528 Sound effects 3 00:00:30.959 --> 00:00:33.709 For a time, game sound in Korea 4 00:00:33.709 --> 00:00:36.859 were out of our priorities 5 00:00:36.909 --> 00:00:40.659 Lack of experience and knowledge on sound development of developers 6 00:00:40.659 --> 00:00:42.559 and sound producers' 7 00:00:42.559 --> 00:00:46.859 lack of efficiency in game sound production 8 00:00:46.859 --> 00:00:50.639 made it hard to do smooth sound production 9 00:00:50.720 --> 00:00:54.570 But as a result of not giving up and keep searching 10 00:00:54.720 --> 00:00:57.170 now we have our own game sound 11 00:00:57.170 --> 00:01:00.639 that does not lose in the world market 12 00:01:00.639 --> 00:01:03.039 But still, a lot of developers 13 00:01:03.039 --> 00:01:06.739 do not have adequate understanding or knowledge of 14 00:01:06.739 --> 00:01:08.839 sound production process 15 00:01:08.839 --> 00:01:10.039 They know it's important 16 00:01:10.039 --> 00:01:13.139 but they don't know why and how 17 00:01:13.139 --> 00:01:15.199 important they are 18 00:01:15.199 --> 00:01:20.199 The reason turned out to be that there weren't enough opportunities 19 00:01:20.199 --> 00:01:23.279 to access related knowledge or experience 20 00:01:23.279 --> 00:01:26.129 So I, through this lecture 21 00:01:26.129 --> 00:01:29.829 want to give you an understanding of sound and the production process 22 00:01:29.829 --> 00:01:33.040 its specific roles and basic knowledges 23 00:01:33.040 --> 00:01:34.790 Game sound is 24 00:01:34.790 --> 00:01:40.000 an emotional medium between a game and the player 25 00:01:40.000 --> 00:01:42.050 Here we have ET 26 00:01:42.050 --> 00:01:44.980 ET's look is not ordinary 27 00:01:44.981 --> 00:01:49.102 but using game sound, we can make him our friend 28 00:01:49.103 --> 00:01:52.786 or a subject of horror 29 00:01:53.680 --> 00:01:57.830 Of course, it can differ depending on the game production direction 30 00:01:58.030 --> 00:02:01.630 but once that's established, sound exists 31 00:02:01.630 --> 00:02:04.639 to decorate the chosen concept 32 00:02:04.639 --> 00:02:09.789 Game sound can be divided into sound effect and background music 33 00:02:10.039 --> 00:02:13.600 Let's start from sound effects 34 00:02:13.600 --> 00:02:17.500 Sound effects mean sounds that correspond to actions 35 00:02:17.500 --> 00:02:20.650 To give an easy explanation about the role of sound effect 36 00:02:20.650 --> 00:02:23.600 let me give you the example of Pinocchio 37 00:02:23.600 --> 00:02:27.090 Grandpa Geppetto wanted a child so he made Pinocchio 38 00:02:27.341 --> 00:02:29.941 But one night, a fairy appeared 39 00:02:29.941 --> 00:02:32.288 and gave Pinocchio life 40 00:02:32.488 --> 00:02:35.238 enabling him to move like a child 41 00:02:35.440 --> 00:02:40.640 You can think of sound effects as the breath of life 42 00:02:40.640 --> 00:02:43.240 given by the fairy 43 00:02:43.240 --> 00:02:45.790 Developers make lifeless objects 44 00:02:45.790 --> 00:02:49.340 and sometimes what seems meaningless but with sound effects 45 00:02:49.340 --> 00:02:52.690 they become a live creature 46 00:02:52.690 --> 00:02:56.080 which helps the player get emotionally involved 47 00:02:56.080 --> 00:03:00.420 This is the reason why we say that sound effects are important 48 00:03:00.420 --> 00:03:03.377 Sound effects are divided into many types 49 00:03:03.378 --> 00:03:09.328 First let's learn background, or ambiance 50 00:03:09.720 --> 00:03:14.770 Ambiance is the sound effect that 51 00:03:14.770 --> 00:03:17.770 depict the place and time using the 52 00:03:17.770 --> 00:03:21.440 normal sounds of each place like the nature, city, or factories 53 00:03:21.440 --> 00:03:23.699 Close your eyes and feel the sound only 54 00:03:24.600 --> 00:03:26.800 People chatting 55 00:03:26.800 --> 00:03:28.900 Broadcasting sound from far away 56 00:03:28.900 --> 00:03:31.250 Train passing 57 00:03:31.251 --> 00:03:34.481 These make us think of a metro station 58 00:03:35.199 --> 00:03:38.199 Wave and seagulls 59 00:03:38.199 --> 00:03:40.852 let us know that we're at a beach 60 00:03:40.852 --> 00:03:45.152 Like this, players can have easier spatial knowledge and 61 00:03:45.152 --> 00:03:48.452 situational information through ambiance 62 00:03:48.802 --> 00:03:52.189 The reason why this is important is because it can show the overall mood 63 00:03:52.190 --> 00:03:55.390 of the scenario and game concept at once 64 00:03:56.039 --> 00:03:58.010 In a horror game for example 65 00:03:58.010 --> 00:04:02.811 let's say that a player walks alone in an old building 66 00:04:03.210 --> 00:04:06.429 Wind blows and from far away, wolves are howling 67 00:04:06.430 --> 00:04:09.630 and you can hear someone sobbing from somewhere 68 00:04:09.630 --> 00:04:12.631 This will multiply the horror 69 00:04:13.281 --> 00:04:16.079 Healing game can be another example 70 00:04:16.079 --> 00:04:18.180 Let's think of Animal Crossing 71 00:04:18.180 --> 00:04:22.381 A bubbly character hops to go fishing 72 00:04:22.381 --> 00:04:24.231 As it arrives at the sea 73 00:04:24.231 --> 00:04:26.281 you can hear waves 74 00:04:26.281 --> 00:04:28.440 and birds like seagulls 75 00:04:28.440 --> 00:04:32.340 The ocean ambiance and bright music that plays 76 00:04:32.340 --> 00:04:35.140 while waiting for a fish to bite on your bait 77 00:04:35.140 --> 00:04:38.690 lets the player have an indirect experience of 78 00:04:38.690 --> 00:04:41.640 fishing at the ocean 79 00:04:41.640 --> 00:04:43.190 Like this, ambiance 80 00:04:43.190 --> 00:04:47.429 is an effective element that lets players indirectly experience 81 00:04:47.430 --> 00:04:50.880 the place inside a game 82 00:04:51.279 --> 00:04:55.860 Ambiance is produced by recording each needed sound 83 00:04:55.861 --> 00:05:01.261 and editing them using sound editing software according to situations 84 00:05:01.760 --> 00:05:03.849 Using a cafe in Korea as an example 85 00:05:03.850 --> 00:05:08.864 grinding coffee, extracting coffee, people chatting in Korean 86 00:05:08.864 --> 00:05:09.864 and the receipt being printed 87 00:05:11.763 --> 00:05:14.937 will be combined into one file 88 00:05:15.399 --> 00:05:18.380 and if we change the location to America 89 00:05:18.380 --> 00:05:21.130 Korean chatting will be replaced 90 00:05:21.130 --> 00:05:23.450 with English chatting 91 00:05:24.060 --> 00:05:25.860 Each independent sounds 92 00:05:25.860 --> 00:05:30.229 can be recorded by sound designers in cafes 93 00:05:30.229 --> 00:05:35.330 or it can be bought from the internet 94 00:05:35.330 --> 00:05:38.879 and one can also buy an ambiance with all the sounds combined 95 00:05:38.987 --> 00:05:42.087 Of course, there are many free sound effect websites 96 00:05:42.087 --> 00:05:44.937 so you can also download it for free and use it 97 00:05:45.559 --> 00:05:47.750 Next is foley 98 00:05:48.151 --> 00:05:55.151 Foley is sound of objects like sounds of door, footsteps 99 00:05:55.152 --> 00:05:58.002 guns, cannons, or cars 100 00:05:58.353 --> 00:06:01.853 and people who make foley sounds are foley artists 101 00:06:02.200 --> 00:06:06.150 Usually you can record them with real objects 102 00:06:06.150 --> 00:06:09.359 but sometimes they are made by combining completely different sounds 103 00:06:09.359 --> 00:06:13.159 This is a person recording foley sound for a movie 104 00:06:13.159 --> 00:06:18.320 This is not much different from making game sound 105 00:06:18.320 --> 00:06:22.970 Foley artists use knives or steel rods 106 00:06:22.970 --> 00:06:27.619 to make the sound of knives crashing 107 00:06:27.619 --> 00:06:31.769 and if they need walking sound on a wooden floor, they walk on wood 108 00:06:31.769 --> 00:06:34.919 and if they need one walking on stone or pebbles 109 00:06:34.919 --> 00:06:38.480 they will walk one stone roads or pebble and record it 110 00:06:38.480 --> 00:06:40.330 I don't know it it still exists but 111 00:06:40.330 --> 00:06:43.559 before, there were drama series aired on the radio 112 00:06:43.559 --> 00:06:45.879 When voice actors acted with voice only 113 00:06:45.880 --> 00:06:47.980 in front of them 114 00:06:47.980 --> 00:06:51.248 there were foley artists expressing the sounds 115 00:06:52.079 --> 00:06:55.339 Foley artists had various objects ready 116 00:06:55.440 --> 00:06:59.940 and if the voice actor narrated that a door opened 117 00:06:59.940 --> 00:07:02.044 they made a door opening sound 118 00:07:02.044 --> 00:07:04.644 and if there's a horse riding scene, they would 119 00:07:04.644 --> 00:07:08.720 make the horse shoe sound with tools or by themselves 120 00:07:08.720 --> 00:07:11.069 The foley artists of that time 121 00:07:11.070 --> 00:07:15.620 could make the sound of three to four horses running at the spot 122 00:07:15.709 --> 00:07:20.169 But sound in real life isn't always expressed exactly the way we hear it 123 00:07:20.170 --> 00:07:22.620 There might be no sound in real life 124 00:07:22.621 --> 00:07:25.861 but there are many instances where fake sound are made up 125 00:07:26.559 --> 00:07:30.109 For example, when hitting a person 126 00:07:30.109 --> 00:07:33.880 try hitting a person next to you with a fist 127 00:07:33.881 --> 00:07:36.980 Then, it doesn't make the thump sound that we know 128 00:07:36.980 --> 00:07:40.640 but a sound closer to pat 129 00:07:40.640 --> 00:07:43.030 In videos, there needs to be sounds corresponding to actions 130 00:07:43.031 --> 00:07:45.981 to have a higher sense of realisticness and emotional involvement 131 00:07:45.981 --> 00:07:48.432 so fake sounds are put in 132 00:07:48.930 --> 00:07:50.430 Usually sound of hitting 133 00:07:50.430 --> 00:07:53.829 are made with electric rice cooker or percussion instruments 134 00:07:53.829 --> 00:07:55.679 and for a more realistic sound 135 00:07:55.679 --> 00:07:58.830 one can record the sound of throwing fists on chucks of meat 136 00:07:58.830 --> 00:08:00.580 Also, the sound of 137 00:08:00.580 --> 00:08:02.459 stabbing people 138 00:08:02.460 --> 00:08:04.910 isn't made by actually stabbing people for the sound 139 00:08:04.910 --> 00:08:06.560 but made in other ways 140 00:08:06.810 --> 00:08:09.040 First, make a hole on a watermelon 141 00:08:09.291 --> 00:08:12.141 Then, throwing a fist into the hole 142 00:08:12.141 --> 00:08:14.841 creates a sound with both 'thump' and 'squirt' 143 00:08:15.040 --> 00:08:18.090 For the sound of 144 00:08:18.090 --> 00:08:19.589 blood when stabbed 145 00:08:19.590 --> 00:08:23.967 one can squish the watermelon inside the hole 146 00:08:23.967 --> 00:08:26.467 to make the blood sound 147 00:08:26.467 --> 00:08:29.640 that we hear on movies or games 148 00:08:29.640 --> 00:08:33.390 Wave sound can be made by shaking a 149 00:08:33.390 --> 00:08:35.439 sieve with beans in it 150 00:08:35.490 --> 00:08:37.590 and the sound of thunder 151 00:08:37.590 --> 00:08:39.990 can be made by shaking metal sheets 152 00:08:40.090 --> 00:08:43.279 and sharp thunder sounds 153 00:08:43.280 --> 00:08:47.881 can be made by ripping vinyl tape apart 154 00:08:47.881 --> 00:08:50.307 and editing it with sound editing software 155 00:08:50.308 --> 00:08:53.037 which makes it sound closer to ones that we hear in movies or games 156 00:08:53.909 --> 00:08:56.809 The sound one game character makes 157 00:08:56.809 --> 00:08:59.560 is much more than we think 158 00:08:59.560 --> 00:09:02.361 Let's see what sounds we need 159 00:09:02.760 --> 00:09:04.410 The sound one warrior makes 160 00:09:04.410 --> 00:09:06.989 is about these 161 00:09:07.440 --> 00:09:09.890 First there will be weapon sounds 162 00:09:10.039 --> 00:09:15.010 There will be close combat weapon like hammer, or knife and ranged weapons like bow and arrow or crossbow 163 00:09:15.010 --> 00:09:18.611 Usually, weapon sounds are called whipping sounds 164 00:09:18.760 --> 00:09:23.789 These sounds are determined by the material, weight, and length of the weapon 165 00:09:23.789 --> 00:09:26.840 Single gun sound is short 166 00:09:26.841 --> 00:09:29.091 light 167 00:09:29.239 --> 00:09:32.160 and big weapons that Guts of Berserk uses 168 00:09:32.161 --> 00:09:36.111 will have a longer and heavier whipping sound 169 00:09:36.412 --> 00:09:38.212 And depending on technology 170 00:09:38.212 --> 00:09:41.507 these sounds will be edited in many different ways 171 00:09:41.760 --> 00:09:45.260 Bow and arrow sound will be 172 00:09:45.260 --> 00:09:46.710 selected among 173 00:09:46.710 --> 00:09:49.109 pulling the bow, letting go of the grip, 174 00:09:49.110 --> 00:09:52.660 or the arrow flying according to the situation 175 00:09:52.660 --> 00:09:55.730 Of course, FPS and stealth games 176 00:09:55.731 --> 00:09:58.731 can use all three sounds appropriately 177 00:09:58.732 --> 00:10:02.939 Hit sounds differ for games' concept and situation 178 00:10:02.939 --> 00:10:06.839 Games like Tekken where hitting is the main fun 179 00:10:06.840 --> 00:10:09.740 have exaggerated hitting sound 180 00:10:09.741 --> 00:10:12.691 and have a heavier feel 181 00:10:13.089 --> 00:10:16.639 while games like stealth game where hitting isn't the main element 182 00:10:16.639 --> 00:10:20.890 have a more realistic hitting sound 183 00:10:21.190 --> 00:10:25.719 Of course, these are all based on the production direction and concept 184 00:10:25.720 --> 00:10:29.958 so sometimes, a realistic character's magnificent vibe 185 00:10:29.959 --> 00:10:32.946 might also be paired with exaggerated sounds 186 00:10:33.119 --> 00:10:38.259 Since there are no rules as to what sound must be used for what situation 187 00:10:38.259 --> 00:10:43.660 various vibes can be created with the right sound of the right situation 188 00:10:43.660 --> 00:10:50.239 Next are sounds for magic, buff, nerf, gems, and level ups 189 00:10:50.239 --> 00:10:54.159 These situations mostly don't exist in real life 190 00:10:54.160 --> 00:10:59.228 so effecters like synthesizers are used to make sounds for these situations 191 00:11:00.159 --> 00:11:03.290 Next are sound effects for magic 192 00:11:03.891 --> 00:11:06.341 First is magic shooting sound 193 00:11:06.719 --> 00:11:11.749 When fireball, lightning, or ice is shot out 194 00:11:11.750 --> 00:11:16.100 the sound these make are called whoosh 195 00:11:16.100 --> 00:11:18.500 and these refer to the sound of fireball being shot out 196 00:11:18.500 --> 00:11:21.561 or spacecrafts, and airplanes passing by 197 00:11:21.799 --> 00:11:27.160 These shooting sound can differ for each shooting scenes 198 00:11:27.160 --> 00:11:30.432 If we say that fire drops from the sky and the character flips twice 199 00:11:30.432 --> 00:11:32.482 and shoots it out 200 00:11:32.960 --> 00:11:38.229 the sound must start from the moment that fire is shown on screen 201 00:11:38.229 --> 00:11:42.080 and must make different sounds for when the character does a flip and when it's shot out 202 00:11:42.429 --> 00:11:45.330 As the magic gets fancier the sound also gets fancier 203 00:11:45.381 --> 00:11:47.231 and magic animation 204 00:11:47.232 --> 00:11:51.232 is watched while the sound editing software follows it for each frame 205 00:11:51.880 --> 00:11:54.940 Hitting sound is also different for each situations like 206 00:11:54.941 --> 00:11:57.791 the explosion sound when it hits fire 207 00:11:57.792 --> 00:12:02.092 or the sound of being stabbed when it hits ice 208 00:12:02.440 --> 00:12:04.690 and based on the effecter video of the game 209 00:12:04.690 --> 00:12:07.359 the sound work is done 210 00:12:07.359 --> 00:12:10.709 Complex magic, buff, debuff sounds 211 00:12:10.710 --> 00:12:14.091 are also made based on the image that the video is showing 212 00:12:14.359 --> 00:12:16.340 As I mentioned before 213 00:12:16.341 --> 00:12:20.491 usually sound is attached to graphic effects 214 00:12:20.492 --> 00:12:22.392 and according to situations 215 00:12:22.393 --> 00:12:25.093 they are adjusted 216 00:12:25.440 --> 00:12:28.420 Footstep sounds are determined 217 00:12:28.421 --> 00:12:31.321 based on who walks on what surface 218 00:12:31.359 --> 00:12:34.559 Every object in the world has its own sound 219 00:12:34.559 --> 00:12:38.470 When we say that we hit substance A with substance B 220 00:12:38.470 --> 00:12:43.321 hitting it with a 1m long B and a 50cm B 221 00:12:43.321 --> 00:12:46.922 and a 10cm B make different sounds 222 00:12:47.520 --> 00:12:50.680 Man and woman walking on the same floor 223 00:12:50.681 --> 00:12:52.181 will make different sounds as well 224 00:12:52.280 --> 00:12:57.159 On the same track, a woman in heels and in sneakers 225 00:12:57.210 --> 00:13:00.117 walking on a concrete ground will make different sounds 226 00:13:00.159 --> 00:13:04.520 and if the material of the ground changes, the sound will as well 227 00:13:04.520 --> 00:13:06.809 Walking and running sounds 228 00:13:06.810 --> 00:13:10.110 since walking has longer times of each foot touching the ground 229 00:13:10.111 --> 00:13:11.761 the sound wave is longer 230 00:13:12.159 --> 00:13:16.119 while running kicks the floor 231 00:13:16.120 --> 00:13:19.470 the wave length is short and attack is stronger 232 00:13:19.719 --> 00:13:22.800 Usually, one file for the left foot and another for the right foot 233 00:13:22.801 --> 00:13:25.901 another left foot sound and that of the right foot 234 00:13:25.901 --> 00:13:29.052 A total of 4 sounds played randomly is recommended 235 00:13:29.152 --> 00:13:34.150 Sometimes, the left and right foot sound are put for the length 236 00:13:34.151 --> 00:13:36.701 of an animation as one file 237 00:13:37.200 --> 00:13:40.350 but this way, for animations that are not predictable 238 00:13:40.350 --> 00:13:43.050 it will fall out of sync 239 00:13:43.649 --> 00:13:48.259 This is because for games, walking forward and backwards 240 00:13:48.260 --> 00:13:50.960 and left and right all have different frames 241 00:13:51.559 --> 00:13:56.190 In the video, the step of this guy running on ice is very irregular 242 00:13:56.840 --> 00:13:59.859 He also slips on ice 243 00:13:59.860 --> 00:14:01.910 For these complex scenes 244 00:14:02.309 --> 00:14:06.290 sound middlewares like WWISE or Fmode is used 245 00:14:06.341 --> 00:14:10.141 to create various footstep sounds 246 00:14:10.490 --> 00:14:14.250 Next we'll see voice sound effects 247 00:14:14.250 --> 00:14:18.409 Attacking and attacked voice are different 248 00:14:18.410 --> 00:14:20.810 and it also differs for the subject of the sound 249 00:14:21.159 --> 00:14:23.679 and of course the kind 250 00:14:23.679 --> 00:14:26.579 If a monster has the shape of an elephant 251 00:14:26.580 --> 00:14:28.130 the attacked and attacking sound 252 00:14:28.130 --> 00:14:31.081 will sound similar to an elephant 253 00:14:31.679 --> 00:14:34.969 If we say that the monster isn't an existing one 254 00:14:34.969 --> 00:14:38.770 we can create virtual sounds using sound design 255 00:14:39.119 --> 00:14:42.169 Monsters like Godzilla or KingKong 256 00:14:42.169 --> 00:14:44.359 aren't existing creatures 257 00:14:44.359 --> 00:14:48.440 so they use sounds that have sounds of similar animals mixed and edited 258 00:14:48.479 --> 00:14:51.079 Story explanation and magic spell sounds 259 00:14:51.080 --> 00:14:54.080 are created for the situations and times they are used 260 00:14:54.479 --> 00:14:59.780 and when voice actors record them, simple script and character image with explanation is given 261 00:14:59.780 --> 00:15:01.779 When recording voices 262 00:15:01.780 --> 00:15:04.430 employees of developers can record their voices 263 00:15:04.430 --> 00:15:06.600 but most of the time, voice actors are hired 264 00:15:06.601 --> 00:15:08.651 to record in studios 265 00:15:09.200 --> 00:15:14.080 It is good to prepare information about the character so that the voice actor can understand them 266 00:15:14.080 --> 00:15:17.040 and make scripts of what the voice actor will record 267 00:15:17.041 --> 00:15:19.441 and send them a few days before recording 268 00:15:19.640 --> 00:15:23.799 Sometimes, voice actor directing is outsourced to professional directors 269 00:15:23.799 --> 00:15:26.029 Imaginary animals and characters 270 00:15:26.030 --> 00:15:28.530 are usually made with combinations of animal sounds 271 00:15:28.679 --> 00:15:32.640 but people also make monster sounds 272 00:15:32.640 --> 00:15:38.080 I have heard that there is a voice actor who does that professionally 273 00:15:38.080 --> 00:15:41.960 When you search on the internet monster sound voice actor 274 00:15:41.960 --> 00:15:44.411 you can easily find portfolio videos of 275 00:15:44.411 --> 00:15:47.911 people recording monster sounds 276 00:15:48.760 --> 00:15:52.049 The recorded monster sound is sent to computers 277 00:15:52.050 --> 00:15:56.000 and edited with professional editing software and then used 278 00:15:56.599 --> 00:16:01.200 Next is about sound design 279 00:16:01.200 --> 00:16:04.679 Non-existing sounds like alien, laser, monster sounds 280 00:16:04.679 --> 00:16:07.440 are made with synthesizer and wave files 281 00:16:07.441 --> 00:16:08.991 by effecting them 282 00:16:09.440 --> 00:16:11.960 You can see this complex images on the screen 283 00:16:11.960 --> 00:16:15.200 which are the effecters of a synthesizer 284 00:16:15.200 --> 00:16:17.450 These sound editing software using 285 00:16:17.451 --> 00:16:21.001 synthesizer effecter are called DAW 286 00:16:21.200 --> 00:16:25.409 and using this DAW, composers compose 287 00:16:25.410 --> 00:16:27.210 engineer mix recordings 288 00:16:27.211 --> 00:16:30.061 and sound designers create sounds 289 00:16:30.559 --> 00:16:33.759 Protool is a widely used software 290 00:16:33.759 --> 00:16:35.320 that is the practical standard of the industry 291 00:16:35.320 --> 00:16:38.119 and Nuendo is also widely used 292 00:16:38.119 --> 00:16:43.919 Nuendo officially provides the sound middleware WWISE 293 00:16:43.919 --> 00:16:48.200 which makes a lot of game sound designers love it 294 00:16:48.200 --> 00:16:52.239 On Star Wars, there is a small robot called R2D2 295 00:16:52.239 --> 00:16:56.000 and it communicates with people making machine sounds 296 00:16:56.000 --> 00:17:00.000 R2D2 sounds are real human recordings 297 00:17:00.000 --> 00:17:03.679 put into synthesizers and edited to sound like a machine 298 00:17:03.679 --> 00:17:08.079 and George Lucas says that he did so to show R2D2's more emotional side 299 00:17:08.079 --> 00:17:10.479 on one of his interview 300 00:17:10.479 --> 00:17:12.139 which shows that this style of sound design 301 00:17:12.140 --> 00:17:15.490 has been being used for a long time 302 00:17:15.839 --> 00:17:19.880 Next is what you should remember when doing sound effect works 303 00:17:19.880 --> 00:17:24.280 First, in games often a lot of sounds play simultaneously 304 00:17:24.280 --> 00:17:26.850 Each sound effects' sound balance 305 00:17:26.851 --> 00:17:30.301 and the sound balance between sound effect and BGM must be checked 306 00:17:30.800 --> 00:17:34.800 If hitting sound is excessively large just because it is a hitting game 307 00:17:34.800 --> 00:17:38.119 it will be hard to harmonize it with other sounds 308 00:17:38.119 --> 00:17:41.479 On the other hand, if the footstep sounds is too big in that game 309 00:17:41.479 --> 00:17:45.199 that might affect the hitting sound 310 00:17:45.199 --> 00:17:49.680 If you're playing Tekken and you can hear footsteps better than hitting sounds 311 00:17:49.680 --> 00:17:52.599 the game won't feel very fun 312 00:17:52.599 --> 00:17:56.640 So the balance between sound effects and BGM must be well established 313 00:17:56.640 --> 00:18:01.239 for the player to not feel decreased fun because of the sound interfering the fun 314 00:18:01.239 --> 00:18:04.920 Personally, I think the balance between sound effect and BGM 315 00:18:04.920 --> 00:18:07.950 is sound effect 6 316 00:18:07.951 --> 00:18:08.951 and BGM 4 317 00:18:10.000 --> 00:18:12.839 The sound effect when hitting many characters 318 00:18:12.839 --> 00:18:16.119 can be a different hitting sound from the original one 319 00:18:16.119 --> 00:18:20.839 Warriors type games have one technique that attacks tens of characters 320 00:18:20.839 --> 00:18:24.280 Assuming that each character make hitting sound 321 00:18:24.280 --> 00:18:26.359 when 30 creatures are hit at the same time 322 00:18:26.359 --> 00:18:30.599 the same 30 hitting sound will play at the same time 323 00:18:30.599 --> 00:18:33.719 This causes the sound phenomenon paging 324 00:18:33.719 --> 00:18:36.560 and makes the listener uncomfortable 325 00:18:36.560 --> 00:18:39.260 so when a certain amount of characters are hit 326 00:18:39.260 --> 00:18:41.079 it is set to no longer make sound 327 00:18:41.079 --> 00:18:45.319 or attack a hitting sound like sound to attacking techniques 328 00:18:45.319 --> 00:18:50.000 For example, for a technique of slamming a knife to the ground 329 00:18:50.000 --> 00:18:53.599 on the effecter that happens the moment the knife touches the ground 330 00:18:53.599 --> 00:18:56.239 an explosion sound can be put 331 00:18:56.239 --> 00:19:00.920 so that even with the absence of other hitting sounds, the impact still exists 332 00:19:00.920 --> 00:19:06.400 You also need to check the standard sound effect for each game 333 00:19:06.400 --> 00:19:08.839 What's the important part of horror games? 334 00:19:08.839 --> 00:19:11.839 It will be the footsteps in the quite ambiance 335 00:19:11.839 --> 00:19:15.239 and some weird sound coming from far away 336 00:19:15.239 --> 00:19:17.180 In a Japanese building falling down 337 00:19:17.181 --> 00:19:19.731 it is quite but outside wind blows loudly 338 00:19:19.880 --> 00:19:22.359 and a weird sound keeps coming from somewhere 339 00:19:22.400 --> 00:19:24.470 and it's hard to see since it's dark 340 00:19:24.471 --> 00:19:26.171 but you can only hear footsteps 341 00:19:26.520 --> 00:19:29.160 This will intensify the horror the player feels 342 00:19:29.160 --> 00:19:31.270 For games like Mario, picking coins up 343 00:19:31.270 --> 00:19:33.370 is the main fun element of the game 344 00:19:33.819 --> 00:19:36.760 Therefore, the bright and clear sound of picking coins up 345 00:19:36.760 --> 00:19:39.479 will enhance the player's pleasant feeling 346 00:19:39.479 --> 00:19:43.640 and for hardcore FPS games, using strong weapons 347 00:19:43.640 --> 00:19:47.239 to crush the opponent is important 348 00:19:47.239 --> 00:19:50.160 Therefore, focusing on the hitting sound 349 00:19:50.160 --> 00:19:53.959 will make the game much more fun and exciting 350 00:19:53.959 --> 00:19:57.920 Like this, sound effects have diverse types and expressions 351 00:19:57.920 --> 00:20:00.280 and if the designer's imagination reaches 352 00:20:00.280 --> 00:20:03.880 it can stretch endlessly 353 00:20:03.880 --> 00:20:06.040 The sound that we usually didn't care 354 00:20:06.040 --> 00:20:10.599 are actually created with this much process and effort 355 00:20:10.599 --> 00:20:12.680 which makes us realize how 356 00:20:12.680 --> 00:20:16.199 important of an element sound effect is in games 357 00:20:16.250 --> 00:20:19.430 Background music 358 00:20:20.439 --> 00:20:23.479 Now we'll talk about background music 359 00:20:23.479 --> 00:20:26.599 Background music refer to everything that 360 00:20:26.599 --> 00:20:28.640 musically expresses the video's background 361 00:20:28.640 --> 00:20:31.119 ambiance, and implied theme 362 00:20:31.119 --> 00:20:33.640 In games, musical expressions 363 00:20:33.640 --> 00:20:36.000 due to the characteristic of games 364 00:20:36.000 --> 00:20:39.640 are different from that of other media 365 00:20:39.640 --> 00:20:42.400 but the process of creating music 366 00:20:42.400 --> 00:20:44.800 is almost the same as other media 367 00:20:44.800 --> 00:20:47.599 like movies or songs 368 00:20:47.599 --> 00:20:50.160 The biggest job that background music can do 369 00:20:50.160 --> 00:20:53.280 will be expressing the video's theme 370 00:20:53.280 --> 00:20:55.719 Let's say there's a war scene 371 00:20:55.719 --> 00:20:57.560 Normally 372 00:20:57.560 --> 00:20:59.439 it will be aggressive and furious 373 00:20:59.439 --> 00:21:02.319 so the music will have the same vibe 374 00:21:02.319 --> 00:21:04.479 but if sad music is used 375 00:21:04.479 --> 00:21:07.079 in furious war scenes 376 00:21:07.079 --> 00:21:10.819 the madness of war 377 00:21:10.819 --> 00:21:12.719 and warriors killing each other to live 378 00:21:12.719 --> 00:21:16.800 in that madness and their sorrow will be expressed more 379 00:21:16.800 --> 00:21:20.160 rather than the aggressiveness of wars 380 00:21:20.160 --> 00:21:23.520 The power of background music is 381 00:21:23.520 --> 00:21:25.760 that it can bring out the inner emotions that are 382 00:21:25.760 --> 00:21:28.760 hidden behind the outer layers 383 00:21:28.760 --> 00:21:30.959 The reason why music is always associated 384 00:21:30.959 --> 00:21:34.160 to famous movies' highlights 385 00:21:34.160 --> 00:21:39.000 is probably because music is very effective in 386 00:21:39.000 --> 00:21:41.560 bringing out the theme of the movie 387 00:21:41.560 --> 00:21:43.079 Game background music 388 00:21:43.079 --> 00:21:45.239 also helps to bring out the inner 389 00:21:45.239 --> 00:21:47.760 emotional layers well 390 00:21:47.760 --> 00:21:50.760 so it is a very important game element 391 00:21:50.760 --> 00:21:52.880 Next is game music production process 392 00:21:52.880 --> 00:21:56.349 Game music production starts after 393 00:21:56.349 --> 00:21:57.880 some game development is done 394 00:21:57.880 --> 00:22:00.920 The first thing to do is planning 395 00:22:00.920 --> 00:22:03.319 Based on the concept or theme of the game 396 00:22:03.319 --> 00:22:06.959 what style and what music will be in what video 397 00:22:06.959 --> 00:22:11.680 is determined by the sound team 398 00:22:11.680 --> 00:22:13.640 Then, following the plan 399 00:22:13.640 --> 00:22:15.959 music is composed, arranged, and sequenced 400 00:22:15.959 --> 00:22:17.920 Sequencing refers to 401 00:22:17.920 --> 00:22:20.680 making music with computers 402 00:22:20.680 --> 00:22:23.479 Once sequencing is done, session recording takes place 403 00:22:23.479 --> 00:22:25.199 Session recording is 404 00:22:25.199 --> 00:22:28.839 recording instrument sounds 405 00:22:28.839 --> 00:22:30.439 Now, with technological development 406 00:22:30.439 --> 00:22:32.880 almost everything can be done with computers 407 00:22:32.880 --> 00:22:36.040 but often they are worse than actual people playing 408 00:22:36.040 --> 00:22:38.359 so each instrument's players 409 00:22:38.359 --> 00:22:41.199 play the composed music 410 00:22:41.199 --> 00:22:44.359 Once session recording is done, mixing is what's next 411 00:22:44.359 --> 00:22:48.520 Mixing is gathering the recorded music sources 412 00:22:48.520 --> 00:22:51.439 and make each instrument's sounds 413 00:22:51.439 --> 00:22:54.520 more flattering 414 00:22:54.520 --> 00:22:58.479 Like the same music sounding better with better speaker quality 415 00:22:58.479 --> 00:23:01.079 after mixing 416 00:23:01.079 --> 00:23:04.400 it is made much better to listen to 417 00:23:04.400 --> 00:23:08.640 When mixing is done, mastering starts 418 00:23:08.640 --> 00:23:11.359 Mastering is 419 00:23:11.359 --> 00:23:14.160 adjusting volumes of sounds to make them consistent 420 00:23:14.160 --> 00:23:17.119 and fix some parts that were lacking in the mixing process 421 00:23:17.119 --> 00:23:20.439 to make it much better to listen to 422 00:23:20.439 --> 00:23:24.439 In game music as well, adjusting music volume balance 423 00:23:24.439 --> 00:23:27.719 and making better sounds are achieved by mastering 424 00:23:27.719 --> 00:23:29.640 Then, the final output is converted into 425 00:23:29.640 --> 00:23:32.319 the desired format 426 00:23:32.319 --> 00:23:36.560 Now I'll talk about some of the most basic common sense about music production 427 00:23:36.560 --> 00:23:38.359 There is something called MIDI 428 00:23:38.359 --> 00:23:42.479 MIDI is short for Musical Instrument Digital Interface 429 00:23:42.479 --> 00:23:46.800 which is the standard signal electronic instruments exchange 430 00:23:46.800 --> 00:23:49.680 Computer and electronic instruments exchange signals 431 00:23:49.680 --> 00:23:52.479 to play music with electronic instruments' sounds 432 00:23:52.479 --> 00:23:57.959 and most pop music and BGM are made with MIDI 433 00:23:57.959 --> 00:24:02.199 Before, electronic instruments were made of heavy hardware 434 00:24:02.199 --> 00:24:05.079 but these days they have changed to software 435 00:24:05.079 --> 00:24:08.760 so that one computer can do the job 436 00:24:08.760 --> 00:24:12.920 Using many resources, it requires high specifications 437 00:24:12.920 --> 00:24:17.839 The photo on the screen shows the connection between computer, synthesizer, and electronic instruments 438 00:24:17.839 --> 00:24:21.479 The computer is connected to the keyboard with a USB cable 439 00:24:21.479 --> 00:24:25.839 and the keyboard is connected to other instruments 440 00:24:25.839 --> 00:24:28.079 If I play Do on the kehyboard 441 00:24:28.079 --> 00:24:30.560 the computer senses that Do 442 00:24:30.560 --> 00:24:32.640 and software 443 00:24:32.640 --> 00:24:36.640 shows how long and when that Do was played 444 00:24:36.640 --> 00:24:38.839 So when you play that on the computer 445 00:24:38.839 --> 00:24:40.839 the identical Do will play 446 00:24:40.839 --> 00:24:43.479 with the same length and timing as the one I played 447 00:24:43.479 --> 00:24:47.439 This shows the forementioned DAW software 448 00:24:47.439 --> 00:24:51.680 It is a software called Logic by Apple, that a lot of professionals use 449 00:24:51.680 --> 00:24:55.439 When I play on the keyboard 450 00:24:55.439 --> 00:24:59.920 this DAW will show that in bars and lengths 451 00:24:59.920 --> 00:25:02.160 If I accidentally played a wrong note 452 00:25:02.160 --> 00:25:05.479 or if I want to play a longer note 453 00:25:05.479 --> 00:25:07.599 you can go to the window in the picture 454 00:25:07.599 --> 00:25:09.839 and edit the length and placement of the bar 455 00:25:09.839 --> 00:25:11.839 so play the fixed note 456 00:25:11.839 --> 00:25:14.199 and not the one I played 457 00:25:14.199 --> 00:25:18.920 Like this, each instruments can be composed and arranged the way I want 458 00:25:18.920 --> 00:25:21.880 and this process is called sequencing 459 00:25:21.880 --> 00:25:23.480 These days, using AI 460 00:25:23.480 --> 00:25:27.000 there are tools that automatically fix parts that are to be played 461 00:25:27.000 --> 00:25:30.959 and on the top of this photo you can see wave patterns 462 00:25:30.959 --> 00:25:34.599 DAW these days sense the waves 463 00:25:34.599 --> 00:25:38.319 and draw them as MIDI file or music sheets 464 00:25:38.319 --> 00:25:40.269 so you can also edit a music 465 00:25:40.269 --> 00:25:44.199 that someone has played 466 00:25:44.199 --> 00:25:47.160 Music that are done with MIDI sequencing 467 00:25:47.160 --> 00:25:49.060 are then recorded in these studios 468 00:25:49.060 --> 00:25:51.920 for the instruments that are needed 469 00:25:51.920 --> 00:25:55.959 On the left is what is called a control room 470 00:25:55.959 --> 00:25:58.239 and the device in front of the chair is called a console 471 00:25:58.239 --> 00:26:02.000 and that is what gathers all the sounds into one 472 00:26:02.000 --> 00:26:06.300 Instrument sounds are recorded using those devices 473 00:26:06.300 --> 00:26:08.839 If a large scale orchestra recording is needed 474 00:26:08.839 --> 00:26:13.300 a large studio is rented to do the orchestra recording 475 00:26:13.300 --> 00:26:17.239 These days, majority of game music don't use MIDI made orchestra 476 00:26:17.239 --> 00:26:20.560 but actually played music 477 00:26:20.560 --> 00:26:23.760 When the recording is done, using these devices 478 00:26:23.760 --> 00:26:26.640 mixing and mastering is done 479 00:26:26.640 --> 00:26:30.839 These days, composer and arranger usually do the mixing and mastering as well 480 00:26:30.839 --> 00:26:34.319 but since there are expertise in each field 481 00:26:34.319 --> 00:26:37.680 professional engineers doing the recording, mixing, and mastering 482 00:26:37.680 --> 00:26:40.920 will be the best way to create the best sound 483 00:26:40.920 --> 00:26:43.640 Conditions of good studios are 484 00:26:43.640 --> 00:26:47.680 good devices, roomy recording booth, high ceilings 485 00:26:47.680 --> 00:26:50.599 and good room acoustic 486 00:26:50.599 --> 00:26:54.319 that can record any sound 487 00:26:54.319 --> 00:26:57.239 These days, with the sound devices becoming software 488 00:26:57.239 --> 00:26:59.689 studios with a lot of devices 489 00:26:59.689 --> 00:27:02.280 are decreasing 490 00:27:02.280 --> 00:27:05.719 Next we'll talk about the final output 491 00:27:05.719 --> 00:27:07.419 When we record 492 00:27:07.419 --> 00:27:10.160 we used tapes 493 00:27:10.160 --> 00:27:11.860 Even when recording pop music 494 00:27:11.860 --> 00:27:14.760 a big multitrack recorder recorded on tapes 495 00:27:14.760 --> 00:27:16.680 and mixing and mastering 496 00:27:16.680 --> 00:27:20.359 was done bu recording on DAT, digital audio tape 497 00:27:20.359 --> 00:27:22.459 The final product 498 00:27:22.459 --> 00:27:26.160 were released as LP, cassette tapes, or CD 499 00:27:26.160 --> 00:27:29.119 but these days, most music's recording and playing 500 00:27:29.119 --> 00:27:32.359 are done with computers or smartphones 501 00:27:32.359 --> 00:27:34.520 Computer making sound 502 00:27:34.520 --> 00:27:39.280 means analog is converted to digital 503 00:27:39.280 --> 00:27:41.280 There is a bit of music theory 504 00:27:41.280 --> 00:27:43.680 that we need to know to work with digital music 505 00:27:43.680 --> 00:27:47.040 What you must remember is sample rate 506 00:27:47.040 --> 00:27:49.880 When you convert to MP3 file 507 00:27:49.880 --> 00:27:55.119 you might have seen 44.1kHz 16bit stereo in converting options 508 00:27:55.119 --> 00:27:58.479 This is a format of wave file 509 00:27:58.479 --> 00:28:01.839 and the 44.1kHz 16bit stereo written here 510 00:28:01.839 --> 00:28:05.439 is the CD sound format 511 00:28:05.439 --> 00:28:07.079 In more detail 512 00:28:07.079 --> 00:28:09.640 it is the theory that when sampling to digitize 513 00:28:09.640 --> 00:28:13.719 when it is sampled as twice the audio frequency which is 20 to 20,000Hz 514 00:28:13.719 --> 00:28:16.599 it sounds similar to the actual sound 515 00:28:16.599 --> 00:28:20.160 but to get into this theory, it is very difficult and out of our field 516 00:28:20.160 --> 00:28:24.439 so just remember this number which is the CD sound sample rate 517 00:28:24.439 --> 00:28:27.719 Sample rate is the frame number per second 518 00:28:27.719 --> 00:28:31.520 and when this sample rate falls to 22kHz 519 00:28:31.520 --> 00:28:33.520 the sound quality falls with it 520 00:28:33.520 --> 00:28:37.760 Bit number is like the 16bit, 64bit that we are familiar with 521 00:28:37.760 --> 00:28:40.319 and if 16bit is decreased to 8bit 522 00:28:40.319 --> 00:28:43.640 the sound quality is damaged with a lot of noise 523 00:28:43.640 --> 00:28:46.520 Stereo means the channel number of sound 524 00:28:46.520 --> 00:28:51.839 Human have two ears, meaning that even the sound from the same source 525 00:28:51.839 --> 00:28:56.439 will be received differently from the right and left ear due to the surrounding environment 526 00:28:56.439 --> 00:28:59.520 Humans get a sense of space due to that difference 527 00:28:59.520 --> 00:29:01.820 and the left photo 528 00:29:01.820 --> 00:29:05.560 shows mono sound wave pattern which means sound being made from the middle 529 00:29:05.560 --> 00:29:10.359 and stereo shows two wave patterns for left and right 530 00:29:10.359 --> 00:29:12.509 If that becomes 5.1 channel 531 00:29:12.509 --> 00:29:15.719 there will be 6 channels with 6 wave patterns 532 00:29:15.760 --> 00:29:19.439 This sample rate is something that you must know if you're a developer 533 00:29:19.439 --> 00:29:23.359 and you must remember it 534 00:29:23.359 --> 00:29:25.459 In addition, the studio standard these days 535 00:29:25.459 --> 00:29:29.520 is 48kHz 24bit stereo 536 00:29:29.520 --> 00:29:33.880 It will also be good to remember that as the sample rate bit increases, the sound quality gets better 537 00:29:33.880 --> 00:29:38.800 But what you must note is increasing sample rate that are low like 22kHz 538 00:29:38.800 --> 00:29:42.439 back to 44 or 48kHz 539 00:29:42.439 --> 00:29:44.689 one might think that this will increase the sound quality 540 00:29:44.689 --> 00:29:46.280 but that in fact it doesn't 541 00:29:46.280 --> 00:29:48.980 If the wave pattern is already lowered to 22kHz 542 00:29:48.980 --> 00:29:51.119 it has lost a lot of sound data 543 00:29:51.119 --> 00:29:55.319 so bringing it back to 44kHz does not bring the deleted data back 544 00:29:55.319 --> 00:29:58.000 Now we'll learn about sound file format 545 00:29:58.000 --> 00:30:01.119 As you can see in the table formats that are not compressed 546 00:30:01.119 --> 00:30:03.880 are WAV and AIFF files 547 00:30:03.880 --> 00:30:07.000 WAV is usually used in Windows 548 00:30:07.000 --> 00:30:10.560 and AIFF is used in Apple's Mac 549 00:30:10.560 --> 00:30:14.400 These two formats are basically the same 550 00:30:14.400 --> 00:30:18.359 And MP3, OGG are both compressed files 551 00:30:18.359 --> 00:30:22.160 FLAC is a format that is compressed but does not have sound quality loss 552 00:30:22.160 --> 00:30:27.079 Usually WAV file with CD sound quality are about 10MB 553 00:30:27.079 --> 00:30:31.760 When the sample rate is decreased to 44 to 22kHz 554 00:30:31.760 --> 00:30:34.400 the size will fall to 5MB 555 00:30:34.400 --> 00:30:37.000 And when 16bit falls to 8bit 556 00:30:37.000 --> 00:30:39.719 it will again fall to 2.5MB 557 00:30:39.719 --> 00:30:44.560 MP3 is about 3MB for 138kpbs 558 00:30:44.560 --> 00:30:46.680 Other compressed files are the same 559 00:30:46.680 --> 00:30:49.800 but MP3 have tags added when converted 560 00:30:49.800 --> 00:30:54.119 so it has a short skips in the beginning when the music is on loop 561 00:30:54.119 --> 00:30:57.359 which is why MP3 is usually not used for looping 562 00:30:57.359 --> 00:30:59.880 When using MP3 industrially 563 00:30:59.880 --> 00:31:00.830 there is a license 564 00:31:00.830 --> 00:31:04.880 so you need to pay license fee to related organizations 565 00:31:04.880 --> 00:31:06.959 OGG does not require that 566 00:31:06.959 --> 00:31:10.979 but uses more resource compared to MP3 567 00:31:10.979 --> 00:31:13.160 which is why it wasn't used much in the earlier days 568 00:31:13.160 --> 00:31:15.199 but these days, with better specifications 569 00:31:15.199 --> 00:31:17.800 OGG is also widely used as game format 570 00:31:17.800 --> 00:31:20.280 Let's learn about other formats 571 00:31:20.280 --> 00:31:22.079 First is Dolby Atmos 572 00:31:22.079 --> 00:31:24.880 It is a 3D surround technology developed by Dolby 573 00:31:24.880 --> 00:31:29.079 and it is the most used 3D sound format in the media market 574 00:31:29.079 --> 00:31:32.719 It is provided in many console games like PlayStation 575 00:31:32.719 --> 00:31:37.119 and games providing Dolby Atmos are increasing every year 576 00:31:37.119 --> 00:31:40.920 and it is a format used in not only the theater but also for normal music 577 00:31:40.920 --> 00:31:45.660 Apple music officially provides Dolby Atmos 578 00:31:45.660 --> 00:31:49.839 It is provided from 7.1 channel or more so it needs more than 8 speakers 579 00:31:49.839 --> 00:31:53.160 and there are headphones that provide Dolby Atmos 580 00:31:53.160 --> 00:31:54.710 but virtually separating channels 581 00:31:54.710 --> 00:31:56.640 has lower quality than 582 00:31:56.640 --> 00:31:59.359 physically separating them 583 00:31:59.359 --> 00:32:01.800 Next we have DTS:X 584 00:32:01.800 --> 00:32:04.380 It is the format used most after Dolby 585 00:32:04.380 --> 00:32:06.979 and it is hard to see in Korea 586 00:32:06.979 --> 00:32:09.560 but in countries like the US where markets are big 587 00:32:09.560 --> 00:32:14.160 Dolby and DTS are usually provided 588 00:32:14.160 --> 00:32:18.439 Dolby Atmos requires accurate speaker placement set by Dolby 589 00:32:18.439 --> 00:32:21.139 but DTS is relatively free 590 00:32:21.139 --> 00:32:24.119 in speaker placement 591 00:32:24.119 --> 00:32:25.719 Multi channel support format 592 00:32:25.719 --> 00:32:28.239 is a great too that can maximize player’s 593 00:32:28.239 --> 00:32:29.689 game experience 594 00:32:29.689 --> 00:32:31.959 but it requires that much initial cost 595 00:32:31.959 --> 00:32:35.359 so it is hard for normal players to use it 596 00:32:35.359 --> 00:32:37.159 To test these two formats 597 00:32:37.159 --> 00:32:41.599 you can easily find them in video streaming sites like Youtube 598 00:32:41.599 --> 00:32:43.349 Music made this way 599 00:32:43.349 --> 00:32:45.560 can be expressed as scripts 600 00:32:45.560 --> 00:32:47.560 using tools provided by game engines 601 00:32:47.560 --> 00:32:49.359 but using sound middleware 602 00:32:49.359 --> 00:32:52.760 it can be done in a much easier way 603 00:32:52.760 --> 00:32:56.239 Fmode and WWISE are two famous middlewares 604 00:32:56.239 --> 00:32:59.000 They are the two most used middlewares 605 00:32:59.000 --> 00:33:01.959 and they are free to use for normal users 606 00:33:01.959 --> 00:33:04.209 And to use it industrially 607 00:33:04.209 --> 00:33:06.839 you must pay license fee accordingly 608 00:33:06.839 --> 00:33:09.239 Characteristic of sound middleware 609 00:33:09.239 --> 00:33:12.239 is that it enhances the project audio quality 610 00:33:12.239 --> 00:33:15.040 and provides direction for various situations 611 00:33:15.040 --> 00:33:18.359 so a more detailed production is possible 612 00:33:18.359 --> 00:33:21.199 Resource is used more efficiently 613 00:33:21.199 --> 00:33:23.880 and the programming time is decreased 614 00:33:23.880 --> 00:33:26.280 And 3D sound is provided 615 00:33:26.280 --> 00:33:30.000 and the same audio standard as Dolby Atmos is also supported 616 00:33:30.000 --> 00:33:33.000 which makes higher quality sound production possible 617 00:33:33.000 --> 00:33:38.040 It can also make adaptive music or other various sound effect 618 00:33:38.040 --> 00:33:42.439 Adaptive music means music changing according to the game situation 619 00:33:42.439 --> 00:33:45.400 For example, when playing an FPS game 620 00:33:45.400 --> 00:33:48.599 when a player is walking an empty forest 621 00:33:48.599 --> 00:33:51.760 only ambiance effect plays without any music 622 00:33:51.760 --> 00:33:54.040 but if an opponent shows up and a fight starts 623 00:33:54.040 --> 00:33:56.760 the music switches to fighting music 624 00:33:56.760 --> 00:33:59.719 When all the opponents are defeated the music fades out 625 00:33:59.719 --> 00:34:01.760 and only ambiance sound is left again 626 00:34:01.760 --> 00:34:03.800 For a more complex production 627 00:34:03.800 --> 00:34:06.160 you can think of Silent Hill 628 00:34:06.160 --> 00:34:08.840 On Silent Hill, if there’s a monster near you 629 00:34:08.840 --> 00:34:11.199 radio noise starts playing 630 00:34:11.199 --> 00:34:12.719 If your close, the sound is loud 631 00:34:12.719 --> 00:34:14.879 and if you’re far it gets smaller 632 00:34:14.879 --> 00:34:18.520 When you’re in a building alone and can’t see well 633 00:34:18.520 --> 00:34:19.679 as your anxiety rises 634 00:34:19.679 --> 00:34:22.360 and if the radio sound starts playing 635 00:34:22.360 --> 00:34:24.360 the player can’t see 636 00:34:24.360 --> 00:34:27.439 but will become more nervous thinking that there’s a monster near 637 00:34:27.439 --> 00:34:28.959 And making a turn at a corner 638 00:34:28.959 --> 00:34:31.840 and the radio noise intensifying makes them think that the monster is nearer 639 00:34:31.840 --> 00:34:34.000 and gets them more nervous 640 00:34:34.000 --> 00:34:35.840 Then end up facing the monster 641 00:34:35.840 --> 00:34:38.520 and even if they fight off all the monsters they can see 642 00:34:38.520 --> 00:34:40.360 the radio still doesn’t shut off 643 00:34:40.360 --> 00:34:43.199 it means that there are still monsters near them 644 00:34:43.199 --> 00:34:45.760 and the player can’t be relieved 645 00:34:45.760 --> 00:34:49.280 This type of production is called adaptive music 646 00:34:49.280 --> 00:34:52.600 It can also randomly play footsteps and gunshots 647 00:34:52.600 --> 00:34:56.360 to eliminate boring or bothering elements 648 00:34:56.360 --> 00:34:59.239 It can also make different footstep sounds for 649 00:34:59.239 --> 00:35:02.479 wooden, metallic, stone floors 650 00:35:02.479 --> 00:35:06.239 and according to the floor’s conditions 651 00:35:06.239 --> 00:35:07.840 What’s important here is that 652 00:35:07.840 --> 00:35:11.560 these production are done very easily 653 00:35:11.560 --> 00:35:16.199 So the usage of sound middleware is increasing 654 00:35:16.199 --> 00:35:17.959 About Fmode 655 00:35:17.959 --> 00:35:21.239 first, the UI is similar to that of DAW software 656 00:35:21.239 --> 00:35:25.560 and users who are familiar with DAW can easily use it 657 00:35:25.560 --> 00:35:28.280 It is also possible to connect with a DAW called Reaper 658 00:35:28.280 --> 00:35:29.530 so if you use Reaper 659 00:35:29.530 --> 00:35:33.399 an easier Fmode project is possible 660 00:35:33.399 --> 00:35:34.719 It is easy to use 661 00:35:34.719 --> 00:35:36.840 so beginners can use it 662 00:35:36.840 --> 00:35:39.080 and it supports many programmers 663 00:35:39.080 --> 00:35:41.439 WWISE is more professional than Fmode 664 00:35:41.439 --> 00:35:45.520 and can be connected to Nuendo which is a DAW that many people use 665 00:35:45.520 --> 00:35:47.719 But it is quite difficult to use 666 00:35:47.719 --> 00:35:49.360 and has less programmer support 667 00:35:49.360 --> 00:35:53.280 but has great functions which is why it is one of the most used tools 668 00:35:53.280 --> 00:35:55.120 What you’re seeing now is 669 00:35:55.120 --> 00:35:59.320 an example script using Fmode in Unity 670 00:35:59.320 --> 00:36:02.679 If you use a sound engine that Unity provides 671 00:36:02.679 --> 00:36:05.919 there will be many lines of codes like you see in the before 672 00:36:05.919 --> 00:36:07.360 but if you use Fmode 673 00:36:07.360 --> 00:36:10.360 the same effect can be achieved with just a few lines 674 00:36:10.360 --> 00:36:11.879 We talked briefly 675 00:36:11.879 --> 00:36:13.959 about game sound 676 00:36:13.959 --> 00:36:16.040 To conclude, game sound 677 00:36:16.040 --> 00:36:18.080 plays a huge role in 678 00:36:18.080 --> 00:36:22.159 making the game player get more emotionally involved in the game 679 00:36:22.159 --> 00:36:24.199 Strong emotions are made stronger 680 00:36:24.199 --> 00:36:26.520 and rests are made more peaceful 681 00:36:26.520 --> 00:36:28.000 through game sounds 682 00:36:28.000 --> 00:36:29.439 And game production 683 00:36:29.439 --> 00:36:32.679 takes many processing steps by a lot of professionals 684 00:36:32.679 --> 00:36:35.639 If poor pre production is done 685 00:36:35.639 --> 00:36:40.120 a lot of difficulties and monetary loss will occur 686 00:36:40.120 --> 00:36:42.360 Lastly for diverse expression 687 00:36:42.360 --> 00:36:44.360 sound middleware can be used 688 00:36:44.360 --> 00:36:47.840 to do more detailed and fancy sound production 689 00:36:47.840 --> 00:36:51.760 I have worked in sound production for about 28 years 690 00:36:51.760 --> 00:36:54.280 and have done lecture in educational organizations to 691 00:36:54.280 --> 00:36:58.280 let game developers know of the trials and errors 692 00:36:58.280 --> 00:37:01.199 that I went through 693 00:37:01.199 --> 00:37:02.520 I hope my experience 694 00:37:02.520 --> 00:37:05.639 helps those of you who are 695 00:37:05.639 --> 00:37:07.760 just getting into game developing 696 00:37:07.760 --> 00:37:10.520 I hope you achieve what you aim 697 00:37:10.520 --> 00:37:12.520 Thank you 698 00:37:13.171 --> 00:37:14.292 Sound effect Types of sound effect Background music: expresses location and time 699 00:37:14.292 --> 00:37:15.492 Foley: expresses sounds of objects 700 00:37:15.493 --> 00:37:16.643 Sound effects in games Weapon Sound: differs for weapon size Magic sound: shooting sound differs for elements 701 00:37:16.643 --> 00:37:17.844 Footstep sounds : differs for gender, floor material Voice: if not of existing creature, sound can be created 702 00:37:17.844 --> 00:37:18.994 What to consider when working on sound effect Balance between each sound effects and between sound effect and BGM When hitting many characters the sound effect can be different from the original hitting sound 703 00:37:18.994 --> 00:37:20.081 The standard sound effect for each game must be noted 704 00:37:20.082 --> 00:37:22.557 Background music Game music production process Planning -> composing, arranging and sequencing-> session recording-> mixing -> mastering -> converting 705 00:37:22.557 --> 00:37:24.758 MIDI(Musical Instrument Digital Interface) Standard signal electronic instruments exchange 706 00:37:24.758 --> 00:37:25.758 The End