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.