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Karabasan Glok in the Musical Forest – Postmortem

June 20, 2012 in Articles and Essays, Blog, Events, Game Jam, Guney Ozsan, Notes, Production, Video Game Production

Karabasan Glok in the Musical Forest“Karabasan Glok in the Musical Forest” is a first-person audio game without graphics. Before reading the postmortem you can play the game and get information about it here.

This is my second game jam. First one was Global Game jame 2012 Istanbul (GGJ). I went GGJ to make music but because of the heavy snow (extremely heavy) only a few people showed up. In addition to that, all of the games except one were not suitable for music placement. Because of the snow we had to spend two days in the Koc University campus. Then, with a developer that I met there, Kerem Tiryaki, we developed a mobile music game (toy) in unity 3D, based on accelerometer. I liked the idea of games without graphics very much, and since I involved with Unity 3D already, I strated experimenting on it.

When the theme of the GDT Jam announced as escape, the idea of 3 dimensional sound and escape seemed very suitable with each other. According to my initial design monsters were supposed to run after us and we will try to understan where they were coming from. The winning condition was to reach a soothing sound or music. With running our heart rate and breathing would speed up but running too fast would cause a heart attack. So I planned the create a balance between heart attack and monsters chasing, creating adrenaline with sounds aiming our subcounscious, heart beat, breathing, roaring.

Of course I couldn’t reach that conclusion in 48 hours. The resulting game was a single monster lost, and we are trying to find him. Why it ended like that?..

…READ MORE: Production stage, difficulties, experience gained, audio optimization suggestions…

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When to Apply Dithering? Always!

June 19, 2012 in Articles and Essays, Guney Ozsan, Notes, Tips

Audio bit reduction from 24 bit to 8 bit with and without ditheringQuestion: I am recording audio at 24-bit, I also export at 24-bit. Do I need dithering?
G: Yes, because music production softwares do their internal calculations in 32-bit or 64-bit. Whether you create sound within software or take recordings in 24-bit, the smallest change you make, even on a volume knob, spreads the data to 32/64-bit depth. If you make a 24-bit export, you trim that part of the signal, although it contains meaningful information.

Question: I can’t hear the difference between the audio with and without dithering. Do we really need it?
G: When you reduce the bit rate of an audio signal, a quantization noise appears in the signal which is quite sharp and penetrant. Besides that, you just throw away some of the information that there actually is a way to include it in the signal. This causes loss in details especially on effects like reverb and sustain, that is, loosing the unaudible but perceivable polishing that enriches the audio, like loss of feeling of surrounding, shrinking in stero width. Especially this effect of shrinkage will be augmented over and over in further compression steps (mp3, aac, sample rate reduction…etc.)

Q: What is dithering?
G: Keep reading:)

…KEEP READING: What is dithering?..

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