In this chapter we provide a more detailed look into sound design for game audio as a process. Here we cover more intermediate topics, which include the purpose of sound in games, sourcing sounds, and designing sounds. We will explore the process of layering, transient staging, frequency slotting, and effects processing within a framework that’s easy to understand. We will also break down sound components into categories, which we have found simplifies the process and ensures detailed designs.
Dynamic Audio
Dynamic range is the ratio between the loudest and softest sound. Dynamic audio is a term that we use in regard to games to categorize audio that changes based on some kind of input. We have left this definition intentionally ...
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