Previous
generation platforms had very strict limits on how many sounds could be
played at one time and how much audio could be loaded at any one time.
These constraints forced a very particular aesthetic onto those games
which could perhaps be learnt from when creating sound for games today.
As we move away from having our boundaries and aesthetics defined for
us by the hardware, as sound designers we need to enforce our own
‘boundaries’ or refined aesthetics. In this case, refining and
constraining the means and methods of production during the art-making
process to further focus the resulting aesthetic of the outcome of the
process. Instead of the arbitrary constraints from our materials we now
have the artistic freedom to choose from a reduced spectrum of
materials. It can be used to clarify the basic goal of the artistic
process without the confusion of limitless options .This refined
aesthetic is a result of a set of rules that you cannot break, and with
increasing freedom to achieve anything sonically, the need to enforce
limits and boundaries on the choices you make in terms of sound effects
and music are becoming more and more paramount.
Diminishing Sonic Returns
To further compound the problems experienced in keeping up with a
technology that moves so fast, is a symptom of gradually decreasing
audio channel capacity. The almost infinite number of tracks we now
have has given rise to a particularly digital problem. In terms of
current trends in music, TV, film, videogames and radio, sound is
becoming more and more maximised, compressed, limited and overloaded.
As hundreds of tracks are being layered, all the sounds are competing
for our attention in a mix. There does come a point of diminishing
sonic returns, where the more you add the more you just end up with the
sonic equivalent of a ‘grey goo’. This is where every frequency is
filled and there is no more room to add anything without taking
something else away. PS3 and Xbox 360 effectively allow a 10-fold
increase in the amount of sounds that may be loaded at any one time
allow audio designers to literally add any sound they like, and to keep
adding and increase variations of these individual sounds. With older
gaming systems limitations a sound designer had to employ very careful
editorial skills in selecting exactly which sound they wanted to hear
at exactly which time due to RAM and voice limitations.
This problematic aesthetic is compounded as a direct result of an
over-reliance on sampled sounds. Sampled sounds are similar to taking a
photograph of a dynamic event. They are very convincing on the first
playback, but on repeated plays they becomes repetitive and eventually
irritating. To compensate, the tendency is to overlay many waveforms
together to hide their non-dynamic nature.
Even though the limits of replicating what the human ear can actually
discern have been reached, anything above 24khz is considered
inaudible, there is still an increase in the capacity to create and
record sound above and beyond 96khz. One area where higher sample rates
will come in useful is where sounds are being manipulated to a lower
pitch in real-time, processing. In this case a higher sample rate will
greatly reduce any artefacts that occur in lower sample-rate sounds
being played below their original pitch.
Stereo
and Surround sound began, to some extent, to get around the issues of a
saturated sonic spectrum by spreading the sounds around in space so
they at least do not compete with frequencies within the same spatial
location. However, the number of individual audio channels available to
us far outstrips the number of speaker channels we currently have
available and often the content is down mixed to stereo anyways. Again,
that question comes back “...are we really making games which will
survive the test of time better than games we produced ten years ago?”
Methods of Limitation
Establishing a Strict Aesthetic
Given that sound designers and composers now have so much more freedom
to overproduce and over-implement sound for videogames, methods of
limitation will become necessary in order to differentiate the sounds
of one game from another. How can we begin to make better sound in this
seemingly limitless age by using less? It begins with realising that it
is how we approach technical limitations as composers or sound
designers that forms the very core of our art. The second thing to
realise is that we have greater limitations than the fully equipped
million dollar studio, and this gives us a distinct advantage. The
limitation with expensive studios is cost, so usage time is bounded,
however with the rise of the professional quality home studio and
inexpensive digital equipment, cost has become less of an issue. All we
need to do is recognise and capitalise on our limitations and avoid
some of the easier traps to fall into. It is all too easy to create
high production quality audio while ignoring the greater goals of high
artistry and meaningful work. Instead of being able to identify the
particular platform by playing a particular game, we should be able to
have a good idea of who the audio team was behind the game and their
style they have impressed upon the audio. The style we choose four our
audio should be as distinctive and recognizable as the visual style of
the game.
This whole process begins with establishing the limits you wish to work within. This is what will define your ‘aesthetic’.
Avoiding Complacency
Due to the ease with which digital sound design now occurs, it is easy
to be guided by the samples and synthesiser voices immediately
available. One of the main problems is that demo samples are often very
attractive when solo, but easily add to a sonic mush when combined with
other elements. How often have you started to create a track and pulled
a drum beat from a sample library, starting to build your music up
track by track from that drum loop bed? You’ve just got a new soft
synthesiser, the preset sounds are pretty new and fresh to your ears,
so you pick those sounds for you lead lines and pads. Now consider how
many millions of other musicians have bought the same drum samples,
have the same soft synthesiser and you start to realise the problem in
musical aesthetics that is occurring with computer musicians and sound
designers who rely on the same Sound Effects libraries. Contrast this
image with that of the classic composer, sitting down at his piano with
quill in hand, ready for inspiration to strike. What have we lost and
what have we gained over the years?
Many
of the tips and tricks we talk about here will help you commit to a
sound or musical idea earlier on in the recording process than you
normally would in the digital age. With the emphasis taken away from
the post production, from frame by frame, from mixing every single
element individually and adding effects to every single element
separately, you begin to see that you can actually commit to the sound
long before you record it.
Melody
This
will help to avoid the morass of audio ‘grey goo’. Start with the idea
first, strip things down. Start with a melody, if you have problems
even at this stage, then start to limit the notes you are using within
the scale, let’s say you like a particular interval or chord structure,
use only notes from those chords. This can also be done with rhythmic
tracks. Start by tapping out a drum rhythm you like and then creating it in the computer, essentially, make sure that your starting point is not at the computer at all.
Most rhythm creation software such as Native Instrument’s Battery
is actually very sophisticated in terms of allowing you a great degree
of control over exactly how you want to create beats and supports
varied workflow methods. Pretty much all sequencers such as Acid, Nuendo, Live, Pro Tools also
support this kind of small scale beat editing, and are not merely
looping tools. Try zooming in on samples and doing very small scale
beat level editing on a beat to replicate what you hear rather than
using those easy loop tools.
Native Instrument's Battery
Try breaking a loop into individual hits with a program like Recycle
and begin removing non-essential sections. With the additional
processing power on the new consoles we can hope to run programs
similar to Ableton Live in real-time rather than continuing to repeat
the offline rendering process that we perform with the older platforms.
Once reduced, replace the remaining sections with new samples or notes
to construct a percussive lead line. The breaks between the sections
allow other layers to shine through and strengthens the transients of
the newly reconstructed sections.
Another
technique, which is becoming more forgotten, is to write all the parts
of your music sitting at a piano or a guitar, before you move to
orchestrate on the computer. In this way you could actually fully
realise the piece of music before you even get near the computer. At
the stage when you do sit down to recreate the piece of music, you will
find yourself using software to build up a fully realised piece of
music. Conceptualise what the music might sound like using different
instruments and focus on orchestration and arrangement. Allow the
melody to define the timbre colour and range which best suits its
particular voice.