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Game Audio Terminology
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Foley
Custom-made sound effects that are added in post-production to enhance the auditory experience. In game sound design, foley can simulate realistic in-game sounds like footsteps or rustling clothing.
Adaptive Music
Music that changes in response to in-game events or the player's actions to create a dynamic and responsive audio experience.
Looping
Repeating a sound or a piece of music continuously. In game sound design, this is used for background tracks and environmental sounds that need to persist.
Reverb
An effect that simulates the sound reflections from surfaces in an environment. Reverb is used in game sound design to convey the space's size and texture.
MIDI
Musical Instrument Digital Interface, a technical standard for controlling digital musical instruments. Used in games to trigger sounds or music dynamically based on gameplay.
Sound Envelope
The way a sound evolves over time, including its attack, decay, sustain, and release phases. In game sound design, envelopes shape the character of sound effects.
Dynamic Range
The ratio between the quietest and loudest parts of an audio track. In game audio design, a wide dynamic range can make a soundscape more impactful and realistic.
Sound Design
The art and practice of creating sound tracks for a variety of needs. In games, it involves developing sound assets that match the visuals and gameplay.
3D Audio
Sound that is processed to give the impression of a three-dimensional space, enhancing the player's immersion. In game audio, this is used for realistic sound positioning.
Ambient Sound
Background noises present in a scene or location. In game sound design, ambient sound helps in creating an immersive atmosphere.
Audio Engine
The component of the game engine that manages sound playback and processing. The audio engine ensures that sounds play correctly in response to game events.
Diegetic Sound
Sounds that originate from within the game's world and can be heard by the game's characters. Diegetic sound is used to enhance realism and context in the game.
Audio Middleware
Software that bridges the gap between audio files and the game engine. Middleware like FMOD or Wwise lets designers implement complex audio without heavy coding.
Voice-Over
Recorded dialogue used in games. A good voice-over can enhance storytelling and character development in game sound design.
Doppler Effect
A change in frequency and wavelength of a sound as its source moves in relation to the listener. In game audio, it's used to simulate the physics of moving objects.
Equalization
Adjusting the balance between frequency components of an audio signal. In game sound design, EQ is used to shape the tone and clarity of sounds.
Head-Related Transfer Function (HRTF)
A response that characterizes how an ear receives a sound from a point in space. Utilizing HRTF in games allows for more accurate spatial audio perception.
Occlusion
A process that reduces the volume of sound when objects obstruct its path to the listener. In game audio, occlusion helps create a more realistic environment.
Sample Rate
The number of samples of audio carried per second, measured in Hertz (Hz). In games, the sample rate must be high enough to achieve clear and high-quality audio.
Non-Diegetic Sound
Sounds that do not come from the game world and are only intended for the player's ears, such as background music and UI sound effects.
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