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Waveform
Wavelength
Amplitude
Frequency
Pitch
Hertz (Hz)
Decibel level (dB)
Sound
Theory of sound
Psychology of sound
Audio environment
Sources
Game music
Legal issues
Emotion
Mood
Perception
Loudness
Timbre
Film and games parallels
Sound as information
Creating Ambience/ Atmosphere
Communicating what producer wants
3D audio
Surround sound
Foley artistry
Sound libraries
Original development
MIDI
Software sequencers
Software plug-ins
Sound modules
Midi keyboard instruments
Sound editors
Purpose
Intro sequence
Closing sequence
Credit sequence
Plot advancement
Interactive adaptive music
Copyrights
Licenses
Ancillary rights
Royalties
Property rights
Talent release contract
Sound generator (loudspeaker)
Sound file formats
Uncompressed
Lossy compression
Audio limitation of game platforms
Sound processor
(RAM) Random Access Memory
Storage
Sample rate
File format
Audio output
Direct audio (PCM)
Adaptive delta pulse code modulation
File size
Audio recording systems
Analogue
Digital
Computer audio workstation
Multi-track systems
Musical instrument digital interface
Software sequencers
Software plug-ins
Sound modules
Midi keyboard instruments
Audio sampling
File size constrains
Sample rate
Mono
Stereo
Sample rate
Snapshots of audio waveforms in time
Measures in Hz and kHz (Hertz and Kilohertz) per second
44.1 kHz= 44.100 samples per second
Higher sample rate= higher resolution audio and larger file sizeCommon sample rates:44.1 kHz (CD quality)
48 kHz
96 kHz
192 kHz
In simple terms- distortion of the original (image or audio) through inadequate levels of data representation (encoding and decoding)