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A Few Sound Questions

Started by July 31, 2010 09:41 AM
3 comments, last by LiamD 14 years, 6 months ago
Hi all,

I'm a Music Tech graduate looking to get into Sound Design/Composing for games and have a few starter questions on the Sound Designer role so here goes:

Q1. What output is generally expected from a sound designer?

Now obviously the main responsibility is recording the sound effects, etc. but what I really mean by this question is exactly how are the sound files delivered to the company? Is there any programming knowledge needed to implement the sounds within the game or are the final audio files all that's needed by the programming team?

Q2. Is there any expected software for a sound designer to use?

Being a Music Techie I can use Cubase, Logic, and a few other DAWs. I am currently learning how to use Wwise and Fmod (Designer add-on) and have experience with the Unreal Editor but I have a vague understanding these game specific programs require a license fee if you plan on commercial retail so I imagine smaller game developer companies would avoid these.

Thanks for taking the time to read, and apologies if these questions seem silly or glaringly obvious. I'm starting a Masters course in Game Sound in September and am looking to get some experience in before then so any thoughts on these questions would be extremely useful and much appreciated =)


Liam Donnellan


Liam DonnellanAspiring Sound Designer/Composer
If you are composing for a game you'll be expected to deliver sound files in the specified format, which, as a music tech grad, you should already be more than capable of doing. It'll be up to the programmers to implement your sounds in-game.

You might be expected to know a little about the architecture and design of game, though, if you are taking a more direct role in sound design as you'll need to know where sound is needed, what is appropriate etc.

But don't worry about software architecture or programming unless you want to.
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This is a Music and Sound question. Moving.

-- Tom Sloper -- sloperama.com

Quote:
Original post by LiamD
Hi all,

I'm a Music Tech graduate looking to get into Sound Design/Composing for games and have a few starter questions on the Sound Designer role so here goes:

Q1. What output is generally expected from a sound designer?

Now obviously the main responsibility is recording the sound effects, etc. but what I really mean by this question is exactly how are the sound files delivered to the company? Is there any programming knowledge needed to implement the sounds within the game or are the final audio files all that's needed by the programming team?


It depends on the project really. I've worked on projects where I simply make all of the audio and "throw it over the fence." Then someone on their team implements everything. This has pros and cons. If you don't know how to program then it's obviously helpful but if you do then it can be a pain if the audio files are implemented incorrectly. So the key when working in this method is very clear and precise communication on how the audio is to be implemented.

Some projects I've been in charge of implementing the audio content and that either required working in ActionScript, audio middleware (like Wwise, Xact or Fmod) or in an XML file. Straight coding in C++ or C# rarely happens from my experience. That's specific enough that they'll give you a programmer to do all of that work. Try and get a fully dedicated audio programmer but at the very least have one that is a shared resource between the audio dept and the tech crew.

Quote:
Original post by LiamD
Q2. Is there any expected software for a sound designer to use?

Being a Music Techie I can use Cubase, Logic, and a few other DAWs. I am currently learning how to use Wwise and Fmod (Designer add-on) and have experience with the Unreal Editor but I have a vague understanding these game specific programs require a license fee if you plan on commercial retail so I imagine smaller game developer companies would avoid these.


There's not really an expected software for a sound designer to use. I've talked with pros that use Pro Tools, Logic, Soundforge, Sonar. It's more about the results you can produce. Pro Tools is, at first glance, the industry standard but I actually know far more audio pros that use other tools in addition or instead of Pro Tools.

Quote:
Original post by LiamD
Thanks for taking the time to read, and apologies if these questions seem silly or glaringly obvious. I'm starting a Masters course in Game Sound in September and am looking to get some experience in before then so any thoughts on these questions would be extremely useful and much appreciated =)


Liam Donnellan


Good luck man!

Nathan Madsen
Nate (AT) MadsenStudios (DOT) Com
Composer-Sound Designer
Madsen Studios
Austin, TX

Quote:
Original post by Tom Sloper
This is a Music and Sound question. Moving.


Oops, sorry about that!

@Nathan and AntP
Thanks very much for all the info guys, you've been a tremendous help. :)




Liam DonnellanAspiring Sound Designer/Composer

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