Monday, April 28, 2008

Sound Effects

I was able to take some sounds that I had recorded and imported into Sound Forge and saved as a mp3 format.

Using FMOD, I was able to change the Pitch and Pitch randomization and create the sounds I was looking for. When I was building the project to actually export the sounds that I obtained in FMOD, it didn't seem to export them as the mp3 format that created. I will continue to check, but I think it is a Vista problem.

I am uploading the FMOD project, and the 2 mp3 files.

http://www.cellblocstudios.com/au375/sf_EnergyWeaponSingle.mp3
http://www.cellblocstudios.com/au375/sf_MachineGunSingle.mp3

Here are the screen shots of the FMOD setup
http://www.cellblocstudios.com/au375/sf_EngeryWeaponSingle.jpg
http://www.cellblocstudios.com/au375/sf_MachineGunSingle.jpg

And the actual FMOD project
http://www.cellblocstudios.com/au375/sf_JSIMPSON.txt

Due to the internet extentions in IE, make sure you change your FMOD project file of "sf_JSIMPSON.txt" to "sf_JSIMPSON.fdp" in order to see the file.

Hope you all enjoy!

James

Monday, April 21, 2008

3D Engines



The Conitec Game Studios have been around the market since 1995. Their successful flagship product, the "A" series of game development tools are very large. Here are just a small list of their features:

Rendering engine
Six degrees of freedom, multiple cameras and render views, multiple monitors
Supports DirectX 9, DirectPlay, DirectShow, DirectSound
Adaptive Binary Tree (ABT) scene manager
Binary Space Partitioning (BSP) / Potential Visibility Set (PVS) (Pro Edition)
Indoor and outdoor support, seamless LOD terrain system
Light manager supports an unlimited number of point and spot light sources
Static and dynamic shadows
Fog areas, Camera portals, reflections and mirrors
Geometric LOD, detail textures, texture compression
Softskin models with shaders, bones and vertex animation, animation blending
Animated sprites and decals
Material properties for static and dynamic objects

PARTICLE & EFFECT Engine
Programmable particle generators for multiple particle types
Beam generators for laser beams and tracer paths
Pre- and postprocessing shaders, supporting shader models 1.0, 2.0, 3.0
HLSL and asm shader languages, FX file import
Bump and environment mapping, light mapping, Multitexturing (up to 8 textures)
Layered sky system with sky cubes, sky domes, clouds and backdrop bitmaps
Weather generators for rain, snow and tornadoes
Programmable effects like lens flares, bullet holes, distortion, fisheye, etc.
Shader workshop and Shader viewer
More than 40 included shaders combining water, cartoon, environment, gooch, bump, lambert, blinn, phong, parallax, occlusion, blur, bloom, dilate, displacements, erode, bleach, sepia, emboss, posterize, lens, and many more effects

Physics & Collision Engine
Polygon level collision detection
Physics objects with gravity, damping, elasticity, friction
Hinge, ball, wheel, and slider joints with motors
Water physics with dynamic wave generation (Pro Edition)
Arbitrary axis rotations for space and flight simulators
Bezier path tracking for camera, actors or vehicles
Mouse picking and manipulating of 3D objects
Slow motion / quick motion effect

2D Engine
Multi-layer system
Animated 3D and 2D sprites
Movie player for fullscreen and sprite-projected movies
GUI panels with various button, slider, display and window types
Truetype and bitmap fonts
Screenshot generator

Sound Engine
Static and dynamic 3D sound sources with Doppler effect
Multichannel streaming sound player
WAV, OGG, MID, MP3, WMA, CD support

Network & Game Engine
Save / Load system for resuming games at arbitrary positions
Multi-player client/server mode for LAN and Internet (UDP)
Multizone/multiserver support for MMOG (Pro Edition)
Expandable through DLL plugins





Because of the nature of game engines is so broad, I have provided a link to the cost benefits of other popular engines located at
http://www.conitec.com/english/gstudio/faq.htm#was1

Monday, April 14, 2008

Post 1990 Game with sound effects





The game Full Throttle from Lucas Arts used a good deal of the sound library from the Lucas Arts archives. They also had music from a band called "The Gone Jackals" and some of the sound elements they incorporated into the game such as wind blowing in the desert, thunder in the plains or roaring engines on the road.

http://www.csoon.com/issue7/fulltrot.htm

The sound design, voice acting even holds up in this modern era. They had stars such as Maurice LaMarche (Brain on Pinky and the Brain) and Mark Hamill (Luke Skywalker) and Roy Conrad as the main character Ben.

Much of the tracks are smoothly assembled, and while much of the music is in MIDI, it seemed to handle better than most MIDI of the same time period.

http://www.joltcountry.com/trottingkrips/ftreview.html

According to Gamespot.com, the sound department deserves a major applause.
http://www.gamespot.com/pc/adventure/fullthrottle/player_review.html?id=169582

To learn more about this game, visit Gamespot at
http://www.gamespot.com/pc/adventure/fullthrottle/index.html

Monday, April 07, 2008

Assassin's Creed


For the game Assassin's Creed by Ubisoft, the audio engineers used many different gear to bring their game together.

For the type of Fole recording, they used a Neuman TLM 170R with a microphone feeded to a GML 2020. They stored everything into a Pro Tools HD.

All audio files were saved at 24bit, 48kHz broadcast WAV, then converted to 16 bit, 48 kHz to the audio designers for putting in the game.

Overall they spent many months recording their assets for everything in the game and sometimes they went overboard. For example they used more then 1,500 just for the footsteps. In the end, there were 22 surface materials with 14 different step types such as walk, run, land, jump, sneak, pivot.