Saturday, August 16, 2008

AA2 Sem 2 Week 3 Planning and Process

For this task i chose the original Counter Strike game. In hindsight this game isn't the best example for demonstrating the different elements of game audio, but none the less, it still offered insight into game audio asset creation. I picked a sample of sounds that would best demonstrate the game's asset list.

Each weapon has its own fire and fire-sil sound (it could be a sound played only when the gun is shot once and not on automatic, but thats just a guess), clip in and out and other various bolt noises. Some weapons have more sounds than others, but the main sounds are outlined.

Another interesting point i noticed was that all the sounds were processed at a really low quality. mono 8 bit and 22kHz. However at the time this was probably the most economic of CPU processing and considering this game is meant for fast online game play this was a smart choice.

Other games such as Medal of Honor Allied Assult and Metal Gear Solid Series, have incredible music audio libraries and game engines that change these elements as the game play changes. I'm quite fascinated by this and will look into it further throughout the semester

References:

Haines, Christian. Lecture. "Planing and Process." 12/8/08. Adelaide University.

Lampert, Mark. 2006, IT’S QUIET … ALMOST TOO QUIET, Bethesda Softworks, 2006,
.

"Chapter 2 - Sound Database". Childs, G. W. 2006, Creating Music and Sound for
Games, Thomson Course Technology.

pp 2 – 24. "Chapter 1 - A Development Process Map of Game-Audio Implementation".
Brandon, Alexander. 2005, Audio for games: planning, process, and production, New
Riders Games, Berkeley, Calif.

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