Creating A Sample Libary Assignment Task 1 : Game Soundtrack Analysis (Tiger Woods PGA tour 12)



1.  How you think the sound in your chosen example has been produced (production techniques)
I believe the soundtrack for this game was created by recording a real life golf course ambiance. The crowd reaction sounds are live recordings from a real round of golf. Things such as when the player hits the ball may have been a sound effect or a live recording. As well as this being live recorded; I believe the sounds such as the golf club swinging, the players talking to his caddy, clapping and birds tweeting may have been recorded in a real game situation or in a studio with real game simulation.  
I also believe the commentators may also have been recorded in a live studio. I presume they will have just sat down and spoke the scripted lines of commentary which would have been added to the game at a later time.

2.  What post-production techniques have been used to create the soundtrack (using subject specific terminology)
I believe that the soundtrack has used a mixer to combine the live environmental audio recordings and the voice recordings. The effects are very predominant and you can tell quite clearly that there is a huge outside effect (as though the player is really outside when shouting). I also think that the sounds such as the golf swing, the ball hit and when the ball lands, may have been intensified and overdramatized slightly to add the extra dimension of realism to what is going on.

3.  How the sound design of your chosen examples might enhance the gaming experience for audiences.
This Soundtrack is a soundtrack of a crowd cheering and clapping and then added features such as the golf swing and ball hit sound effects added later. This adds a huge amount of realism to the player’s experience playing the game as well as making them feel involved within what is happening. This mimics how they would feel if they were at a round of golf on the PGA tour or just watching a round of golf on TV.
The sounds of the crowd chanting and cheering changes when certain things happen such as a crucial shot is missed or a shot just slightly goes wide of the hole. This gives the player an adrenaline rush when they get a chance, just as they would in real life, playing the game. Also the birds tweeting and the golf swing just adds to the realism factor as it will give the player the effect as though they are in or watching the game in real life rather than playing it. It also gives the game a bit more intensity and practicality as the sound is usually connected with the game of golf. Therefore it also adds the calmness that a player would get if they were actually on the course in real life.

Creating A Sample Libary Assignment Task 1 : Game Soundtrack Analysis (MLB 2K12)



1. How you think the sound in your chosen example has been produced (production techniques)
I believe the soundtrack for this game was created by recording a live arena audience at a real live Major League Baseball game. The crowd reaction sounds are live recordings from a real game. I think that some of the specific chants that the crowd make may have been recorded in a studio and added into the soundtrack afterwards. Things such as when the player hits the ball may have been a sound effect or a live recording. As well as this being live recorded; I believe the sound of the players running from base to base may have been recorded in a real game situation or in a studio with real game simulation.

2. What post-production techniques have been used to create the soundtrack (using subject specific terminology)
I believe that the soundtrack has used a mixer to combine the live environmental audio recordings and the voice recordings. The effects are very predominant and you can tell quite clearly that there is a huge outside effect (although the player is really outside when shouting) on the players shouting to one another. I also think that the crunching sound of when the players are running on the gravel may have been intensified or the volume turned up slightly to give it a bit more emphasis when a player is running in the game.

3. How the sound design of your chosen examples might enhance the gaming experience for audiences.
This Soundtrack is a soundtrack of a crowd chanting and then added features such as the running sound effects added later. This adds a huge amount of realism to the player’s experience playing the game as well as making them feel involved within what is happening. This mimics how they would feel if they were at a baseball game or just watching a baseball game on TV.
The sounds of the crowd chanting and cheering changes when certain things happen such as a chance in the final seconds occur. This gives the player an adrenaline rush when they get a chance, just as they would in real life, playing the game. Also the crunching sound of the gravel under the players feet when running just adds to the realism factor as it will give the player the effect as though they are in or watching the game in real life rather than playing it. It also gives the game a bit more intensity and aggression as the sound is usually connected with the feeling of aggression or anger. Therefore it also adds the adrenaline rush that the game gives the player.

Creating A Sample Libary Assignment Task 1 : Game Soundtrack Analysis (NHL 2012)



1.  How you think the sound in your chosen example has been produced (production techniques)
I believe the soundtrack for this game was created by recording a live arena audience at a real live National Hockey League game. The crowd reaction sounds are live recordings from a real game. I think that some of the specific chants that the crowd make may have been recorded in a studio and added into the soundtrack afterwards. Things such as the referees whistle may have been a sound effect or a live recording as it is easy to find a sound effect of a whistle. As well as this being live recorded, I believe the sound of the pads on the players colliding (when the players collide with one another) will have been recorded in a real game situation or in a studio with real game simulation.
The commentators on this game are live recorded with the 2 commentators sat down, with a script and they just read each line, one by one. These sentences are recorded and put into the game as and where they are necessary. This includes each player’s name which is recorded separately.

2.  What post-production techniques have been used to create the soundtrack (using subject specific terminology)
I believe that the soundtrack has used a mixer to combine the live environmental audio recordings and the voice recordings. The sounds such as the referees whistle may have been recorded and added afterwards. There seems to also be an echo added to the referees whistle and the crowd’s sounds and chanting to give the effect of the sounds actually watching the game live. The echo effect is very predominant and you can tell quite clearly that there is a huge echo on the players shouting to one another. I also think that the crunching sound of the player’s pads colliding may have been intensified or the volume turned up slightly to give it a bit more emphasis when a tackle is made in game. 

3.  How the sound design of your chosen examples might enhance the gaming experience for audiences.
This Soundtrack is a soundtrack of a crowd chanting and then added features such as the commentators added later. This adds a huge amount of realism to the player’s experience playing the game as well as making them feel involved within what is happening. This mimics how they would feel if they were at a hockey game or just watching a hockey game on TV.
This sounds of the crowd chanting and cheering changes when certain things happen such as a shot or a chance in the final seconds occur. This gives the player an adrenaline rush when they get a chance, just as they would in real life, playing the game. Also the crunching sound of the shoulder pads on the players just adds to the realism factor as it will give the player the effect as though they are in or watching the game in real life rather than playing it. It also gives the game a bit more intensity and aggression as the sound is usually connected with the feeling of aggression or anger. Therefore it also adds the adrenaline rush that the game gives the player.

Creating A Sample Libary Assignment Task 1 : Game Soundtrack Analysis (Crysis 2)



1. How you think the sound in your chosen example has been produced (production techniques)
I believe the soundtrack for this game was created by recording a live orchestra but also adding some after effects on top of this song. The soundtrack is largely dominated by the orchestra composition but you can hear the computer generated sound piece quite clearly at some points. This is what gives the soundtrack more depth as, instead of having just the orchestra on its own, by adding the computer generated musical piece afterwards it makes the orchestra stand out a bit more than it would without the computer generated sounds.

2. What post-production techniques have been used to create the soundtrack (using subject specific terminology)

I believe that the soundtrack has used a mixer to combine the live audio recordings and the computer generated sound, which will have been added after the live orchestra by using a mixer piece of software. The computer generated sounds are also things like an echo which has been added onto the end and certain parts of the track. This is the reason why I think that some computer generated sounds/ effects have been used and added onto the soundtrack.

3. How the sound design of your chosen examples might enhance the gaming experience for audiences.

This Soundtrack, in my opinion is used within the game at specific points of battling or combat. In the game I think that it’s is used to get the player’s adrenaline going as well as making the game itself more intense. As the game is all about fighting in a futuristic war, I believe this piece of music goes quite well to create the tension that it is suppose to achieve. The echo at the end of the soundtrack adds to this tension and almost makes the player question what is happening within the game, as well as adding a mysterious feel to the game for the player.

Creating A Sample Libary Assignment Task 1 : Game Soundtrack Analysis (NFL Madden 12)

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1.  How you think the sound in your chosen example has been produced (production techniques)

I believe the soundtrack for this game was created by recording a live arena audience at a real American football game (in this case a Atlanta Falcons game). The crowd reaction sounds are live recordings from a real game. I also believe the tannoy system announcements (for example when a foul is committed or a player scores a touchdown) may have been recorded in a studio with the official announcers. Things such as the referees whistle may have been a sound effect or a live recording as it is easy to find a sound effect of a whistle. I also believe when a player is heard shouting instructions to their players in the game, this will have also been recorded in a live studio by a general American voice actor. This is because you don’t really hear the player voice loud at all in the game so you cannot specify if it is the actual player shouting or not. As well as this being live recorded, I believe the sound of the pads on the players colliding (when a tackle is made) will have been recorded in a real game situation or in a studio with real game simulation.

The commentators on this game are live recorded with the 2 commentators sat down, with a script and they just read each line, one by one. These sentences are recorded and put into the game as and where they are necessary. This includes each player’s name which is recorded separately.



2.  What post-production techniques have been used to create the soundtrack (using subject specific terminology)

I believe that the soundtrack has used a mixer to combine the live environmental audio recordings and the voice recordings. The sounds such as the tannoy system and the referees whistle may have been recorded and added afterwards. There seems to also be an echo added to the referees whistle and the crowd’s sounds and chanting to give the effect of the sounds actually being within a stadium. I also believe that an effect has been used on the recording of the tannoy system announcer to make it sound like he is announcing in a real arena. This echo effect is very predominant and you can tell quite clearly that there is a huge echo on the tannoy announcer’s voice.

I also believe that the crunching sound of the players pads colliding may have been intensified or the volume turned up slightly to give it a bit more emphasis when a tackle is made in game.  



3.  How the sound design of your chosen examples might enhance the gaming experience for audiences.

This Soundtrack is a soundtrack of a crowd chanting and then added features such as the commentators and the referee added later. This adds a huge amount of realism to the player’s experience playing the game as well as making them feel involved within what is happening. This mimics how they would feel if they were at an American football or just watching an American football game on TV.

This sounds of the crowd chanting and cheering changes when certain things happen such as a shot or a chance in the final few minutes occurs. This gives the player an adrenaline rush when they get a chance, just as they would in real life, playing the game. Also the crunching sound of the shoulder pads on the players just adds to the realism factor as it will give the player the effect as though they are in or watching the game in real life rather than playing it. It also gives the game a bit more intensity and aggression as the sound is usually connected with the feeling of aggression or anger. Therefore it also adds the adrenaline rush that the game gives the player.

Creating A Sample Libary Assignment Task 1 : Game Soundtrack Analysis (NBA 2K12)




1.  How you think the sound in your chosen example has been produced (production techniques)

I believe the soundtrack for this game was created by recording a live arena audience at a real basketball game (in this case a Boston Celtics game). The crowd reaction sounds are live recordings from a real game. I also believe the tannoy system announcements (for example when a foul is committed or a player scores) may have been recorded in a studio with the official announcers. Things such as the referees whistle may have been a sound effect or a live recording as it is easy to find a sound effect of a whistle. Also the squeak of the players shows on the wooden floor has been recorded like too, in my opionion.

The commentators on this game are live recorded with the 3 commentators sat down, with a script and they just read each line, one by one. These sentences are recorded and put into the game as and where they are necessary. This includes each player’s name which is recorded separately.



2.  What post-production techniques have been used to create the soundtrack (using subject specific terminology)

I believe that the soundtrack has used a mixer to combine the live environmental audio recordings and the voice recordings. The sounds such as the tannoy system and the referees whistle may have been recorded and added afterwards. There seems to also be an echo added to the referees whistle and the crowd’s sounds and chanting to give the effect of the sounds actually being within a stadium. I also believe that an effect has been used on the recording of the tannoy system announcer to make it sound like he is announcing in a real arena. This may be an echo or could also be just an effect that makes it sound like he is in an empty room.



3.  How the sound design of your chosen examples might enhance the gaming experience for audiences.

This Soundtrack is a soundtrack of a crowd chanting and then added features such as the commentators and the referee added later. This adds a huge amount of realism to the player’s experience playing the game as well as making them feel involved within what is happening. This mimics how they would feel if they were at a basketball game or just watching a basketball game on TV.

This sounds of the crowd chanting and cheering changes when certain things happen such as a shot or a chance in the final few minutes occurs. This gives the player an adrenaline rush when they get a chance, just as they would in real life, playing the game. This again adds to the realism that the soundtrack adds to the game itself. The sounds like the squeaking of the players shoes also add to this realism as its exactly what you would hear when you are playing or at a basketball game.

Creating A Sample Libary Assignment Task 1 : Game Soundtrack Analysis (Resistance)




1.  How you think the sound in your chosen example has been produced (production techniques)

I believe the soundtrack for this game was created by recording a live orchestra but also adding some after effects on top of this composition to give the sound a bit more depth. The soundtrack is mainly dominated by the orchestra composition but you can hear the computer generated sound piece quite clearly at some points. This is what gives the soundtrack more depth as, instead of having just the orchestra on its own, by adding the computer generated musical piece afterwards it makes the orchestra stand out more.

2.  What post-production techniques have been used to create the soundtrack (using subject specific terminology)

I believe that the soundtrack has used a mixer to combine the live audio recordings and the computer generated sound, which will have been added after the live orchestra by using a mixer piece of software. The computer generated piece is almost electronic sounding. This is why I believe that it will have been made on a piece of computer software specifically used to create this, electrical sounding, type of music.

3.  How the sound design of your chosen examples might enhance the gaming experience for audiences.

This Soundtrack, in my opinion is used within the game at specific points of combat or fighting. In the game I believe it is used to get the player’s adrenaline going as well as making the game itself more intense and threatening. As the game is all about fighting in a war with aliens I believe this piece of music goes quite well to create the tension that it is hoping to achieve. The electrical sounding parts of the piece also help create the tension but also input fear into the player. This is because of the games, already frightening content, the sound of electrical power blasts really do give the player the feeling that they are fighting in this war that the game is all about.