Unit 10: Principles of Cameras & Lighting in Game Environmens

OVERVIEW

Activities in this unit of study are designed to explore the various applications of sound and music, including the selection of appropriate choices, and the optimization of asset formats.

TOPICS

  • Enhancing Game Experience with Sound and Audio
  • Audio sources (e.g. formats, priority settings)
  • 2D and 3D Sound
  • Sound FX (e.g. foley, ambient sounds, player functional sounds, compression, doppler)
  • Sound Tracks (e.g. original score, franchise score)
  • Dialogue (e.g. game, character, player)
  • Menu sound (e.g. ambient sound, button sounds)
  • Audio Scripting
  • Intellectual Property

LEARNING OBJECTIVES

By the end of this unit, learners should be able to perform the following tasks:

  1. List the different types of audio files used in most game engines
  2. Describe how sound files and music are used to enhance game experience and provide realism
  3. Apply audio and audio effects to create realistic game environments
  4. Manage priority settings of multiple sound sources
  5. Explain the Doppler Effect and describe how to apply it within the game environment
  6. Create scripts to manage audio files within the game environment
  7. Apply 2D and 3D sounds appropriately within the game environment
  8. Position sounds within the game environment to improve gameplay
  9. Manipulate sound to create realistic effects like “roll-off” in a game
  10. Implement basic sound compression techniques in a game
  11. Manage external sound and music assets that contain intellectual property protection agreements

COURSE OUTLINE

1. Enhancing Game Experience with Sound and Audio

  • Sounds for game realism i. Motors, Lasers, Other sound
  • Adding dialogue to the game i. Game ii. Character iii. Player
  • Selecting appropriate music for game experience
  • Finding Sound and Music Sources
  • Proper use of copyrighted music and sound files

2. Audio sources a. Choosing correct sound file types

  • Wav files
  • MP3 files
  • MIDI Files
  • API Sources: OGG Vorbis, FMOD, SDL

3. 2D and 3D Sound a. Overview of Mono and Stereo format and 2D/3D Sound b. 3D Sound Settings and Applications c. 2D Sound Settings and Applications

4. Sound FX: Compression, Doppler, priority settings, playback

  • What is Audio Compression and When to Use it
  • introduction to the Doppler Effect
  • Applying the Doppler Effect to Game Assets
  • Setting Sound Priorities
  • Volume Rolloff and Rolloff Settings

5. Audio Scripting

6. Using scripts to sequence audio events

Complete and Continue