- Practical 1 - Audio Arts - Systems Analysis & Game Sound Analysis [1]
This week we were asked to do a Systems Analysis for the system we are developing audio for. Here is:
System: PC
It's too early in development to determine minimum or recommended system requirements
CPU: Average (guess)
RAM: Average (guess)
Storage: 1Gig total game (guess)
Bus Speed: Samples loaded into ram, or streaming from disk (guess)
ADC/DAC: assume lowest common denominator - built in audio AC97 (guess)
Medium: DVD/CD (guess)
Streaming off HD, not DVD/CD
Reproduction: Speaker Array/Headphones
Mono/Stereo or Multichannel 5.1/7.1 (hopefully)
Game Engine - Torque
Audio Engine - OpenAL
*supported by Creative Labs
- Option of supporting EAX 5 (unlikely support due to time constraints)
The general functionality of OpenAL is encoded in source objects, audio buffers and a single listener. A source object contains a pointer to a buffer, the velocity, position and direction of the sound, and the intensity of the sound. The listener object contains the velocity, position and direction of the listener, and the general gain applied to all sound. Buffers contain audio data in PCM format, either 8- or 16-bit, in either monaural or stereo format. The rendering engine performs all necessary calculations as far as distance attenuation, Doppler effect, etc.[2]
Sample Rate 44.1 (guess)
Bit Rate: no idea
Number of Channels: up to 7.1
- Practical 2 - Creative Computing - Splice and Dice [3]
We basically covered BBCut this week. I was going to use CutMixer, but I wasn't completely sure how it worked and fit into the rest of the patch.
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