<?xml version="1.0"?>
<rss version="2.0">
   <channel>
      <title>Task 1 - Research by Raphael</title>
      <link>https://padlet.com/531474/n3knjh89qfij</link>
      <description>A off to good start</description>
      <language>en-us</language>
      <pubDate>2016-09-09 09:42:35 UTC</pubDate>
      <lastBuildDate>2025-11-30 09:31:13 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
      <image>
         <url></url>
      </image>
      <item>
         <title>Skills required (production, recording, editing, creating)</title>
         <author>531474</author>
         <link>https://padlet.com/531474/n3knjh89qfij/wish/122680170</link>
         <description><![CDATA[]]></description>
         <enclosure url="" />
         <pubDate>2016-09-09 10:10:03 UTC</pubDate>
         <guid>https://padlet.com/531474/n3knjh89qfij/wish/122680170</guid>
      </item>
      <item>
         <title>Foley techniques</title>
         <author>531474</author>
         <link>https://padlet.com/531474/n3knjh89qfij/wish/122680672</link>
         <description><![CDATA[<div>Something that I heard relatively often is that the best way of "Foleying" is to take a recorder around, simply "waiting for an opportunity", with the belief that "you never know when an awesome sound might happen".<br><br>I also watched a video where, to simulate the effect of a fist punching a face, a foley artist punched a cabbage.<br><br>And last but not least, the actual doing of something in order to recreate its sound. Walking to recreate footsteps, breaking a glass to recreate the sound of glass breaking, to fire a gun to recreate a gunshot . . .</div>]]></description>
         <enclosure url="" />
         <pubDate>2016-09-09 10:14:15 UTC</pubDate>
         <guid>https://padlet.com/531474/n3knjh89qfij/wish/122680672</guid>
      </item>
      <item>
         <title>Purpose of Audio in games</title>
         <author>531474</author>
         <link>https://padlet.com/531474/n3knjh89qfij/wish/122680701</link>
         <description><![CDATA[<div>Each type of audio has its purpose:</div><div>1.&nbsp; &nbsp; &nbsp; &nbsp;The soundtrack, the music, has for main purpose to transmit sensations to the player, to make the player feel sad, feel energy, feel like laughing, to feel “pumped up” ,to feel surprised . . .</div><div>2.&nbsp; &nbsp; &nbsp; &nbsp;The sound effects are done to inform the player, to make the player know something by audibly saying it, but not necessarily in the most obvious way. It is to make the player hear a sound and think of coins instead of having a voice saying “you just got +30 coins”, “you just got +120 coins”, “you just got a lot of coins”.</div><div>3.&nbsp; &nbsp; &nbsp; &nbsp;Background audio is almost the fusion of sound effects and music. They intend to make you feel like you are inside the game. At the same time, they attempt to inform the player “you are on a Caribbean beach” and make the player feel like the player is on a Caribbean beach. They both inform the player "you are IN SPACE" and create a sensation of immersion by making the player FEEL like he is, like the example, IN SPACE!&nbsp;</div><div>They&nbsp;make the player merge with the game’s world, to make it more immersive, to make it feel like the player is a part of the game and/or the game’s world.<br><br></div><div>Besides their purpose, there are other differences between them, with 2 main differences: length and “trigger”.</div><div>1.&nbsp; &nbsp; &nbsp; &nbsp;Sound effects usually last a few seconds, less than 7 seconds and are TRIGGERED by something (steps, shooting, level up, but it won’t simply “pop up”).</div><div>2.&nbsp; &nbsp; &nbsp; &nbsp;Background sounds usually last longer, but not so much longer, usually lasting more than 4 seconds but less than 15 seconds. They are “randomly triggered”, they are usually there, but they usually do not “overlap” one another, and they might “not be there”, despite their “triggers” being there.</div><div>3.&nbsp; &nbsp; &nbsp; &nbsp;Music usually last a few MINUTES and is usually “constantly there”, with no moments where there is no background music at all. &nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2016-09-09 10:14:31 UTC</pubDate>
         <guid>https://padlet.com/531474/n3knjh89qfij/wish/122680701</guid>
      </item>
      <item>
         <title>No man&#39;s sky</title>
         <author>531474</author>
         <link>https://padlet.com/531474/n3knjh89qfij/wish/126707600</link>
         <description><![CDATA[]]></description>
         <enclosure url="" />
         <pubDate>2016-09-27 15:30:42 UTC</pubDate>
         <guid>https://padlet.com/531474/n3knjh89qfij/wish/126707600</guid>
      </item>
      <item>
         <title>No Man&#39;s Sky</title>
         <author>531474</author>
         <link>https://padlet.com/531474/n3knjh89qfij/wish/126707788</link>
         <description><![CDATA[]]></description>
         <enclosure url="" />
         <pubDate>2016-09-27 15:31:11 UTC</pubDate>
         <guid>https://padlet.com/531474/n3knjh89qfij/wish/126707788</guid>
      </item>
      <item>
         <title>Audio technologies (spatial, positional, surround etc.)</title>
         <author>531474</author>
         <link>https://padlet.com/531474/n3knjh89qfij/wish/126713084</link>
         <description><![CDATA[]]></description>
         <enclosure url="" />
         <pubDate>2016-09-27 15:43:21 UTC</pubDate>
         <guid>https://padlet.com/531474/n3knjh89qfij/wish/126713084</guid>
      </item>
      <item>
         <title></title>
         <author>531474</author>
         <link>https://padlet.com/531474/n3knjh89qfij/wish/126716232</link>
         <description><![CDATA[<div>Procedural content generation in games, where graphics and gameplay emerge out of a set of probabilistic rules rather than being hand-crafted, challenges the conventionally linear nature of sound design. Game audio, as with game design, is increasingly embracing an emergent approach, eroding the more traditional fixed one-on-one relationship between action and sound.</div><div><br></div><div><strong>Procedural audio</strong> is a method of creating sounds in real-time, often using forms of synthesis such as physical modelling, whilst generative music creates an evolving soundscapes, controlled by the game according to a set of rules. These techniques enable a wider range of variability and deeper game integration than would be possible using more traditional linear audio and can lead to a more varied, unpredictable and believable soundscape.<br><br></div><div><strong>Paul Weir</strong> is the Audio Director for Hello Games <strong>No Man’s Sky</strong>, an innovative space action, adventure and exploration game. In this talk, Paul will look at how the game sound designer is being challenged by systemic gameplay techniques and the ways in which the technology, and more importantly, the creative skills, are evolving. He will discuss No Man’s Sky procedural creature vocalisation system and their generative music tool and the challenges involved in building these new applications.<br><br><a href="http://sonarplusd.com/activity/never-ending-audio-generate-sound-games-paul-weir/">http://sonarplusd.com/activity/never-ending-audio-generate-sound-games-paul-weir/</a> <br><br>According to <a href="http://www.vice.com/en_uk/read/no-mans-sky-sounds-amazing-literally-514">http://www.vice.com/en_uk/read/no-mans-sky-sounds-amazing-literally-514</a> No Man's Sky's music was partially randomly generated, as the procedural sound system picks certain "bits" of sound and "match" them depending on the circumstances of the gameplay.<br><br>Perhaps the most impressive use of audio in No Man's Sky is its animal's procedural sound system, which according to <a href="http://www.newyorker.com/tech/elements/what-a-dragons-mating-scream-sounds-like">http://www.newyorker.com/tech/elements/what-a-dragons-mating-scream-sounds-like</a> is created by simulating a pharynx, vocal cords and a mouth for each animal to make them sound different.</div>]]></description>
         <enclosure url="" />
         <pubDate>2016-09-27 15:49:54 UTC</pubDate>
         <guid>https://padlet.com/531474/n3knjh89qfij/wish/126716232</guid>
      </item>
      <item>
         <title>Audiotools.com</title>
         <author>531474</author>
         <link>https://padlet.com/531474/n3knjh89qfij/wish/126732716</link>
         <description><![CDATA[<div>Audiotools is a online free software that has a User Interface that simulates physical synthesizers and amplifiers&nbsp;with "loads" of wheels and buttons, which makes it more user friendly than other softwares like Adobe Audiotion or Audacity.</div>]]></description>
         <enclosure url="" />
         <pubDate>2016-09-27 16:30:40 UTC</pubDate>
         <guid>https://padlet.com/531474/n3knjh89qfij/wish/126732716</guid>
      </item>
   </channel>
</rss>
