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Wavelength | Your Game Editing Resource | Basics Of Sound Design
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Basics Of Sound Design [Print this Article]
Posted by: RaveN
Date posted: May 10 2003
User Rating: 4 out of 5.0
Number of views: 4659
Number of comments: 2
To create atmospheric soundeffects, you need to keep several basic rules in mind. You have to do lots of experimental work. Record household and everyday's live sounds. Use any sound editing software and play around with effect and filter presets. Combine them. If you get a suitable sound that sounds similar to what you need then save this file and try around with this sound until you get closer and closer to your goal. If the filter presets cannot give you what you need in order to make the sound perfect then try not using any filter presets. Take the filter that comes closest to what you are thinking of and change the filter settings by hand. If you find what you want then save the setting using a telling name.

In order to be able to remeber all different steps and filters you used to make i.e. a proper gunshot write them down. You will be very disappointed if you need such a sound again and have to do all the work once more and from the very beginning.

In order to create sounds that gain atmosphere you will need to see the object you have to set to sound. Get as much information on the project as possible. Think about it and try to activate all your imagination. The more detailed the whole plot and gaming atmosphere is in your mind the better will be the sounds you create. You may even want to get alphas of the game with the working model already implemented. So you can use a map from the mapper of your TC and put in the brandnew high energy weapon sound you just made. You will be able to decide about the quality of the sound yourself, you will feel it.

Record the sounds in 44100 hz, 16bit format and then sample them down to 22050 hz using an alias filter in order to prevent a alteration of the sound. Use the proper soundformat from the very beginning. People later wont hear the cool high quality 16 bit 44khz stereo sound in the game. They will only be able to hear the soundformat Half-Life's sound engine is using.

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User Comments Showing comments 1-2

Posted By: CheapAlert on Oct 27 2003 at 17:46:52
Actually, 44KHz can be heard through the engine if you have a SoundBlaster Live!. Same goes for Q3A.

Posted By: PowerSoul on Jul 27 2004 at 09:35:20
And, you can code your own music/sound engine to a mod using fmod or such.. and there you can play them in exactly the quality you want.

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