Your
Audio Design Document: Important Items to Consider in Audio Design,
Production, and Support
So
now you have the design and implementation where you want it, and everything
is under way. But you realize as your document comes to life, that it
is opening up more and more complex questions that need answers. Support
all the way through the project is crucial; with that, somewhere within
the document there should also be the following considerations, taken
as notes, mental or written:
DESIGN
DOC PRODUCTION CHECKLIST
- Aesthetic
Continuity/Quality
-
If using more than one composer or sound designer, do their styles
blend well with one another?
- Have
these people ever worked together before? Does anyone need additional
training on your internal production process, game background,
software, or hardware?
- Should
there be additional up-front time for creative research if it's
a more challenging style or genre to define?
- Technical
Continuity/Quality
- Is
there proper level balancing for all files?
- Do
certain sounds have odd qualities, such as strange EQ or other
unusual DSP aspects when compared? Is this intended?
- Have
all files been checked to ensure their correct file format? Bit
depth? Sample or playback rate?
- Are
all file names spelled correctly?
- Any
odd characters being used that a CD Data Mastering Specification
cannot handle?
- Are
you confident of the "real estate impact" your audio
will have in memory/on your CD/DVD/Server/other?
- Are
you using an audio technology to your advantage? Are you getting
what you need from it for this game?
- Have
you cleaned up any noise/maximized your S/N(signal-to-noise) ratio
for all files?
- Are
you getting enough of the frequency spectrum you want (especially
for music) in your files? Is it worth taking another pass at certain
files to remaster/remix/re-EQ?
- Does
your audio sound good on a wide range of speaker systems? Have
you decided upon an "optimum" sound card and speaker
configuration?
- Do
your files have clean starts and finishes (especially voice clips)?
Any unnoticed dead space before or after any files? Any unnatural
rhythm patterns on voice files, especially those that were constructed
from multiple takes?
- Miscellaneous
Production Considerations
-
Are you going to be within budget?
- Is
the schedule reasonable? Will you need more people, or need to
put in more hours?
- Do
you have the production tools/equipment you need? If not, can
you make due with what you have? What areas can you cut corners
in?
- What
can be done earlier or later in the production cycle? What is
not time-dependent within that cycle?
- Is
extra time allowed for additional content or redos? Any "outside"
influences that may break up/accelerate your schedule: multiple
title/version production, web site needs, marketing materials,
E3, magazine demos?
- Do
you have access to the most up-to-date, correct information (design
documents, schedules, content lists/requirements)?
- If
someone cannot complete their tasks for any reason (becomes ill,
quits, and so on), is their a contingency plan? Can some content
be "let go" or reduced in scope due to time constraints?
- Overall
testing
-
What the main areas of the audio design that need testing? Can
anyone else help define this list with you, on a more objective
level?
- CPU
performance testing
-
If your game's performance is sluggish, could it be due to too
many audio files playing simultaneously? Is it just a matter of
finding a more suitable audio file format or specification? A
more suitable technology? Can the code in question be further
optimized in this area?
- Limits
testing
-
Can you work on your own or with your QA group to help test the
limits of the audio design? How many sound files can play simultaneously?
What if the same sound is played by multiple sources simultaneously?
What if someone toggles the music off, then turns it on again?
Does it pick up where it left off or start over from the top?
Is that the desired effect? And so on.
- Relevancy
-
Which areas are more important to focus on from a programming
perspective? Will all of this coding even make an aesthetic or
qualitative difference for gameplay? Or will the efforts go unnoticed?
Can the programmers' resources be better spent elsewhere?
- Technology
trade-offs
-
WAVs vs. MP3s vs. DirectMusic, for example. Can these or other
technologies be used to their (and your) advantage?
Ultimately,
your game's audio design should translate into a rewarding, interactive
experience, one that blends effortlessly into the gameplay, graphics,
and other components of the product. The real trick of course, is how
you specify it in your audio design document.
Your document
should be able to answer most questions about the audio design and implementation,
or at the least point other team members in the right direction to go
for more information (references to another document, a manual, a web
site, or another contact). As mentioned earlier, how detailed or concise
you need to be in writing it is up to you and/or your team, provided
it meets your needs and, where applicable, can be generally understood
by the people who need to make use of it.
Hopefully
this article has demonstrated some effective, practical methods in designing
and supporting audio for games. I have found the these ideas and techniques
useful for my particular environment; of course they may not necessarily
reflect your studio's needs. But I hope that for those reading this,
it has at least provided further inspiration to strive for excellence
in the quest to create great audio for games.
Keith
Zizza is the Audio Director for Impressions Games, a division of Sierra
Studios (Havas Interactive).
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