Media Assets Outcome 1 Computer Games: Media Assets Outcome 1 F916 10/11/12 Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 1 Media Assets Outcome 1 Contents Identifying Media Assets ............................................................................................ 4 Graphical Assets ........................................................................................................ 5 Sprites .................................................................................................................... 5 Billboarding ............................................................................................................. 5 Skyboxes ................................................................................................................ 6 Advanced Skybox ............................................................................................... 7 Bitmap Images ........................................................................................................ 7 Vector Images......................................................................................................... 8 Textures ................................................................................................................ 10 Video File Formats................................................................................................ 11 3g2 .................................................................................................................... 11 3gp .................................................................................................................... 11 asf ..................................................................................................................... 11 asx .................................................................................................................... 12 avi ..................................................................................................................... 12 flv ...................................................................................................................... 12 mov ................................................................................................................... 12 wmv................................................................................................................... 12 mpeg ................................................................................................................. 13 divx.................................................................................................................... 13 Video Capture Methods ........................................................................................ 13 Traditional Animation ............................................................................................ 14 Stop frame Animation ........................................................................................... 15 Computer Animation ............................................................................................. 16 Audio ........................................................................................................................ 19 Audio Asset Types ................................................................................................... 19 Audio File Types ................................................................................................... 20 aiff ..................................................................................................................... 20 iff ....................................................................................................................... 21 ra ....................................................................................................................... 23 wav.................................................................................................................... 23 aa ...................................................................................................................... 24 Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 2 Media Assets Outcome 1 acm ................................................................................................................... 25 Audio Asset Acquisition ........................................................................................ 25 Editing Audio Files ................................................................................................ 26 Methods of Capturing Text ................................................................................... 27 Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 3 Media Assets Outcome 1 Introduction (L4, L5, L6) This document contains the on-line content for Learning Outcome One of Media Assets. The brackets at the right-hand-side of each section title you will see the level for which the material is written. However, don’t be constrained. If you are studying at a lower level, level 4 or 5, and what to enhance your knowledge by also reading material written for a higher level, please feel free to do so. There is nothing wrong with aiming for excellence. What Are Media Assets? (L4, L5, L6) The term ‘media asset’ was first used in the games industry to describe individual pieces of digital media, such as the character graphics, music and sound effects, which are used in the creation of a large project or production, such as the game itself. Generally speaking an “asset” is anything that can be owned or controlled to produce value and that is said to have positive economic value. Media assets are the graphics, videos, audio, animations maps, and other artistic data that go into media, particularly interactive media such as video games. Clearly, to a games developer these all have economic value as they may have taken a considerable amount of time, effort and resources to generate. Identifying Media Assets (L4, L5, L6) Throughout the materials we will look at various types of media assets and you will become familiar with the types of graphics, video and audio files that make up a computer game. You should be able to play a game and look at the graphics in use, whether the character sprites or the backgrounds and listen to the audio clips which enhance the overall game play. There are 3 main ways in which media assets come to be, they can be sourced, captured or created. Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 4 Media Assets Outcome 1 Graphical Assets Graphics assets can take a number of forms including sprites, skyboxes, vector and bitmap images, and tiling textures. Sprites (L4, L5, L6) In computer games, a sprite is a 2D or 3D image or animation that is integrated into a larger scene to become part of the game. It is most likely that you refer to these sprites as ‘graphics’ and they are frequently the playable characters within the game. The most common sprites are those of characters and these can be easily and legally sourced on the internet. To understand what sprite sheets are you need to think back to simple animations created using flip books. When you flip rapidly thoroughly the pages of the book the illusion of movement is created. These individual images can be used to create movement but the creation of a sprite sheet is a more efficient method of animation. This allows you to create one image file that contains all of the images. The images in a sprite sheet are organised in rows and columns. Billboarding (L5, L6) Billboarding is a term used to describe the use of sprites in a 3D environment. A 3D sprite always faces the camera in the same way that a billboard is positioned by the roadside to face oncoming drivers. Using billboarding has two main advantages: 1. Performance – 3D sprites can be rendered more quickly, so this can speed the game up. 2. Aesthetic (artistic) – sprite based images can provide more realistic effects such as fire, smoke, water, etc. From the camera the sprite plane is always perpendicular (at right angles). Images can be scaled (increased or decreased in size) to make them appear closer or further away, this is known as perspective. In the game “The Legend of Zelda: The Wind Waker”, tufts of grass and puffs of brown smoke are integrated as sprites. A close look at individual scenes reveals that some of the blades of grass reveal their Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 5 Media Assets Outcome 1 geometry, with some blades of grass appearing closer to the camera than the flowers. Watch the trailer and see if you can spot the billboarding imperfections. These imperfections escape the notice of most gamers because they are rare, and often do not last very long as they and the camera move. This suggests that sprites create an effective illusion when: The sprite exists only for a short period of time The animation is constantly changing or appears to be rotating The object has a similar appearance from common viewing angles such as a sphere or a cube The image inside the sprite already depicts a three dimensional object The viewer accepts that the object only has one perspective. (such as small plants or leaves) Don’t confuse sprites with pixel art. Pixel art is low resolution 2D graphics drawn on a computer. Pixel art is created for many purposes other than as a sprite including icons, display art, textures video game backgrounds and T-shirts. Due to advances in computer hardware pixel art sprites are not popular outside of handheld game systems and mobile phones. Have a look at the following website which gives greater insight into pixel art: http://indiegames.com/2008/02/tutorial-creating-pixel-art-with-photoshoppixeljam.html Skyboxes (L5, L6) A skybox is usually a box or sphere surrounding a level or map textured with a background image to make the level look larger than it actually is. When creating a skybox the sky, distant mountains, distant buildings, and other unreachable objects are enclosed in a cuboid and the objects contained in it are onto the cube's faces (using a technique called cube mapping). By careful alignment, a viewer in the exact middle of the skybox will perceive the illusion of a real 3D world around it, made up of the cuboids six faces. Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 6 Media Assets Outcome 1 As a viewer moves through a 3D scene, it is common for the skybox to remain stationary. Since the objects in the scene appear to move, while the skybox does not this creates the illusion that the skybox is very far away giving the impression of real life. A skydome employs the same concept but uses either a sphere or a hemisphere instead of a cube. See the video at http://www.3dmotive.com/training/free/creatinga-skydome/?follow=true on the use of a skydome. Advanced Skybox (L6) The standard skybox has some disadvantages and designers have worked to produce newer engines which allow the skybox to move along with the player, although at a different speed. As depth is perceived by comparing the movement of objects, making the skybox move slower than the level causes the skybox to appear far away. It is also possible to include 3D geometry which will surround the playing environment, such as unreachable buildings or mountains. These are rendered at 1/16 scale, and then resized to appear much larger. This effect is called "3D skybox". Bitmap Images (L4, L5, L6) Bitmaps are used to create graphics which look realistic and images including photographs, graphics with lots of colours and graphics with special effects, such as buttons with drop shadows. Bitmaps are widely supported and have lots of different formats. The most common bitmap file formats are: jpeg (Joint Photographic Experts Group) gif (Graphic Interchange Format) bmp (a format developed by IBM} png (Portable Network Graphics) tiff (Tagged Image File Format) Bitmap graphics consist of small rectangular pixel elements or pixels which when viewed displayed at an appropriate resolution merge to produce the impression of Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 7 Media Assets Outcome 1 continuous tones. Each pixel consists of a number of bits that determines the colour or bit depth setting. The greater the number of bits per pixel the better the quality of the graphic but the bigger file size. The bit depth available depends on the graphics card and software being used. Typical bit depths are 8, 16, 24, 32 and 48 bits per pixel. Bitmaps are resolution dependant. If the resolution is too low then the pixels may become evident. This is known as pixilation. All scanned images and images from digital cameras are bitmaps. You can also create a bitmapped image with packages like Adobe Photoshop, Corel Paint Shop Pro (PSP), Corel Painter and Adobe Fireworks. Photoshop and Paint Shop Pro are both aimed at the Professional market and have much in common. Adobe Fireworks is a combination of an image editor, bitmap creation and vector drawing package. This was originally developed for web developers and designers, to take away the need to have a separate vector package and bitmap package. Vector Images (L5, L6) Vectors don't consist of pixels. Instead, they are made up of co-ordinates, shapes, line, and colour data. Vector graphic files are smaller than bitmap files because they need to store only the information necessary to draw the object. For example the only information that needs to be stored in order to draw a circle is the radius, the location of the centre of the circle, stroke line style and colour and the fill style and colour. Vectors are used to create graphics such as banners, buttons, text, line art and detailed drawings (plans, maps). Effects can be added to vector by rasterising them (converting them to bitmaps) and then editing them in a package like Adobe Photoshop. Drawing packages come with ready-made shapes such as, squares, circles, and curves that can be combined into graphics. interesting and complex graphics. Curves are needed to make more Bézier curves are defined by mathematical equations - essentially, the coordinates of a curve can be calculated and drawn by knowing the position of two end points and two control points. Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 8 Media Assets Outcome 1 Paths are the basis for all vector objects and are made up from one or more line sections connected by two or more anchor points and may be open or closed. Handles are special points placed around an active object used to manipulate the object when clicked and dragged with the mouse or other pointing device. Handles are used to modify the shape of a curve while the anchor points changes the direction and depth of the curve. Paths can also be used to change the layout and direction of text, from straight lines to sit on curves and corners. This is known as text on a path. Common uncompressed formats include AI (Adobe Illustrator), FH (Adobe Freehand) and CDR (Corel Draw). All three formats are fully supported by Windows and Mac operating systems. Vector Graphics packages include Adobe Illustrator, CorelDraw, Flash, GIMP and Adobe Fireworks. Illustrator is a professional vector graphics editor developed and marketed by Adobe Systems and is functionally similar to its main competitors, CorelDraw and Macromedia FreeHand. Adobe Flash is a multimedia platform used to add animation, video, and interactivity to web pages but is often used for games also. Adobe Fireworks is a combination of an image editor, bitmap creation and vector drawing package. Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 9 Media Assets Outcome 1 Textures (L4, L5, L6) Textures define what objects will look like, the surface appearance or skin. This gives a more realistic appearance to surfaces such as stone walls, wooden tables, corridors etc. Creating realistic textures and creating tiles is a fundamental gamemaking skill. If the textures that you apply to the objects in your game don’t look right then the objects themselves won’t look convincing. Textures have a look and feel. Textures exist all around us: wallpapers, wooden desks, blankets all have a distinctive look and feel. If you were texturing an attack helicopter in a war game you wouldn’t use a wood-like texture for its skin. However, getting the right texture is only a part of the story. You have to change it into a tile that will be placed neatly onto the surface of the helicopter. Tiles are textures that have been specially formatted to blend together well in the video game world. This is done using one of image manipulation programs mentioned above. In order to cover a surface it is necessary to repeat it over a larger surface. It just looks like eight identical tiles side-by-side, which is exactly what it is. OK for the bathroom but not for a game. To make something less obviously a set of tiles we could take our original tile and divide it into four segments and then rearrange them according to the pattern. There is still a repetition of the pattern, but it no longer looks like eight identical blocks placed side by side. To round off you could use something like Photoshop or Corel Paint Shop Pro to make sure the areas in the middle look good by removing anything that looks unreal. 128 x 128 or 256 x 256 pixels are good sizes for tiles because they are ideally suited for the computer and it will handle these graphics very efficiently. Using a size like 100 x 100 pixels could slow the game down. Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 10 Media Assets Outcome 1 Videos A video is a moving image file in a format that is compatible with the game development environment. Video File Formats (L4, L5, L6) There are quite literally hundreds of video file formats. To get an idea of just how many video file formats there are visit http://www.fileinfo.com/filetypes/video. You will notice however that only a few are very popular including: 3g2, 3gp, asf, asx, avi, flv, mov, and wmv. Others like mpeg, divx, and .m2p are less popular but still common, while formats like m4e, mmv and mp2v are quite rare. 3g2 3g2 is an audio/visual format designed for transmitting multimedia files over the Internet. It is essentially an updated version of the 3gp format used by mobile phones for saving video over the Internet. It is widely supported on the Mac, Linux and Windows platforms. 3gp Like 3g2, 3gp was developed by the 3GP Partnership. It was designed for transmitting audio and video files between 3G mobile phones and over the Internet; commonly used by mobile phones that support video capture. Like 3g2, 3gp is widely supported. asf The Advanced Systems Format (.asf) was developed by Microsoft as a proprietary video and audio container format for streaming media. It contains audio and video data and optionally metadata, such as title, author, and copyright bibliographic data. asf files are used to specify the structure of the video stream, but not the encoding method. They frequently contain Windows Media Video (wmv) or Windows Media Audio (wma) data. They can be compressed using a variety of video codecs. asf is widely supported on the Windows platform but not so widely on a Mac or by Linux. Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 11 Media Assets Outcome 1 asx asx files typically reference a URL that points to the location of the actual media file. asx can be used to create audio or video playlists. It is a popular format more widely supported on Windows that the Mac or by Linux. avi The Audio Video Interleave (avi) format was created by Microsoft as a wrapper format to store video data encoded in a variety of codecs. Typically avi files cannot be compressed as much as mpeg or mov files. avi files can be played by various video players, but the player must support the codec used to encode the video data. flv Flash Video (flv) files are Flash-compatible video files consisting of a short header, interleaved audio, video, and metadata packets. .flv files are exported by the Flash Video Exporter plug-in included with Adobe Flash. However, the .flv format is an open format that is also supported by non-Adobe applications with .flv file support. .flv files may be exported from QuickTime Pro or other applications capable of exporting export to the QuickTime file format. Given the enormous popularity of Adobe Flash this is a very widely supported format. mov Apple QuickTime Movie (mov) file format is a common multimedia format often used for saving movies and other video files. The mov format uses a proprietary compression algorithm developed by Apple and is compatible with both Macintosh and Windows platforms. wmv The Windows Media Video File (wmv) is a video file based upon the Microsoft Advanced Systems Format (asf) container format and compressed with Windows Media compression. Microsoft Windows Media Player 9 was the last version of the Windows Media Player developed for Mac OS X. However, Mac users can use Flip4Mac WMV to play wmv files. The wmv format is not supported by Linux. Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 12 Media Assets Outcome 1 mpeg The mpeg Movie format is a popular video format standardized by the Moving Picture Experts Group (MPEG). mpegs are compressed using mpeg-1 or mpeg-2 compression and are often used for creating movies that are distributed over the Internet. mpeg movies are typically saved with an .mpg extension. mpegs are not supported on a Linux platform. divx divx-encoded movie files are high-quality, high-compression video codecs used for digital video distribution. Videos are compressed to a fraction of the original size with minimal loss in quality supporting resolutions of up to 1080 HD. The divx format is recognized by several software video playback programs as well as some DVD players and other consumer electronics. Video Capture Methods (L5, L6) Video capture is the process of converting an analogue video signal from something like a video camera or DVD player—to digital form. The resulting digital data are referred to as a digital video stream. Video capture involves three steps: 1. The analogue video signal is digitised to produce a raw digital data stream 2. The chrominance is demodulated to produce colour difference video data 3. The data is transformed by a colour space converter to generate data conforming with any one several colour space standards including RGB and YCbCr A Video Capture Card and TV Capture Card allow you to send a Video or TV signal to your Computer. The signal can then be recorded to the Computer’s Hard Drive with TV or Video Capture Software. Video capture software will typically have some or all the following features: Capture video directly to your hard drive Record video in many video file formats including avi, wmv, flv, mpg, 3gp, mp4, mov and more Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 13 Media Assets Outcome 1 Capture video from a webcam, network IP camera or a video input device (e.g., VHS recorder) Screen capture software records the entire screen, a single window or any selected portion Digital zoom with the mouse scroll wheel, and drag to scroll the recording window Zoom-to-mouse feature focuses the recording window on the cursor Mouse highlighting spotlights the location of the cursor Record video alone or video and audio simultaneously Record audio from your microphone and speakers simultaneously, ideal for recording video conferences Time lapse video recording Create photo snapshots of a video at any time Add your own text captions or time stamp your video Change colour settings and video effects before recording Adjust the video resolution, size and frame rate for capture Ability to burn directly to DVD Animations (L4, L5, L6) Animation is the rapid display of a sequence of still 2-D or 3-D images or model positions in order to create an illusion of movement. The effect is an optical illusion of motion due to the phenomenon of persistence of vision, which is the phenomenon of the eye by which an afterimage is thought to persist for approximately one twentyfifth of a second on the retina. Traditional Animation (L4, L5, L6) Traditional or cel animation involves making drawings each of which are slightly different from each other and then tracing or photocopying them onto transparent acetate sheets called cels. The images are then painted on the side opposite the line drawings. The completed cels were then photographed one by one onto cine film using a rostrum camera. Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 14 Media Assets Outcome 1 Today, an animator’s drawings are either scanned into or drawn directly into a computer system. From there they are transferred to 35 mm film or digital video. Because the look and feel of traditional cel animation is still preserved the process is sometimes referred to as "tradigital". Full animation refers to the process of producing high-quality traditionally animated films, which regularly use detailed drawings and plausible movement. Limited animation involves the use of less detailed and/or more stylized drawings and methods of movement. Rotoscoping is a technique where animators trace live- action movement, frame by frame. The source film can be directly copied from actors' outlines into animated drawings. Live-action/animation is a technique, when combining hand-drawn characters into live action shots. Stop frame Animation A stop frame animator physically manipulates real-world objects and photographing them one frame of film at a time to create the illusion of movement and there is a wide range of computer software available to do this type of animation. The different types of stop frame animation are named after the type of media used to create the animation. Puppet animation typically involves stop-motion puppet figures interacting with each other in a constructed environment, in contrast to the real-world interaction in model animation. Rather than manipulating one existing puppet puppetoons, use a different version of a puppet for different frames. Clay, or plasticine animation often abbreviated as claymation, uses figures made of clay, plasticine or a similar malleable material to create stop-motion animation. An award winning exponent of this type of animation is Nick Park’s Wallace & Gromit. Cutout animation is produced by moving 2-dimensional pieces of material such as paper or cloth. Terry Gilliam's animated sequence from Monty Python's Flying Circus is a good example. A variation of cut out animation is Silhouette animation in which the characters are backlit and only visible as silhouettes. Model animation refers to stop-motion animation created to interact with and exist as a part of a live-action world. A variant of model animation, Go motion uses various Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 15 Media Assets Outcome 1 techniques to create motion blur between frames of film, which is not present in traditional stop-motion. Object animation uses ordinary inanimate objects in stop-motion animation. A variation called Graphic animation uses non-drawn flat visual graphic materials such as photographs, newspaper clippings, and magazines. Sometimes the objects are moved past the stop-motion camera. Sometimes the graphics remain stationary, while the stop-motion is moved to create on-screen action. Pixilation is a technique that uses human beings as stop motion characters. Computer Animation (L5, L6) Many sorts of animation can be integrated into a computer game. The distinctive factor of computer animation is that the animation is created digitally on a computer. 2D animation figures are created and/or edited using 2D bitmap graphics or vector graphics packages. This includes computerized versions of traditional animation techniques such as tweening, morphing, and onion skinning. Tweening is the process of generating intermediate frames between two images to give the appearance that the first image evolves smoothly into the second image to create the illusion of motion. Morphing is a special effect that is used in animations to change one image into another through a seamless transition. Onion skinning is a technique that an editor can use to view several frames at once so they can decide how to create or change an image based on the previous image in the sequence. Adobe Flash is a typical 2D animation package. In contrast to 2D computer graphics 3D graphics use three-dimensional representations of geometric data. In spite of this 3D computer graphics rely on many of the same algorithms as 2D computer vector graphics in the wire-frame model and 2D computer raster graphics in the final rendered display. In fact, 2D applications may use 3D techniques to achieve effects such as lighting, and 3D applications may use 2D rendering techniques. However, there are differences. A 3D model is the mathematical representation of any three-dimensional object, which can be displayed visually as a two-dimensional image through a process called 3D Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 16 Media Assets Outcome 1 rendering. The process of creating 3D computer graphics can be divided into three basic stages: 3D modelling, layout and animation, and 3D rendering. 3D modelling describes the process of forming the shape of an object. The commonest sources for 3D models are those created by an artist or engineer using 3D modelling application or those scanned into a computer from real-world objects. Layout and animation describes the placement and the movement of an object within a scene. The layout determines the spatial relationships between objects in a scene. Automation refers to how an object moves over time. Popular methods include keyframing, inverse kinematics, and motion capture. Keyframes are drawings that define the starting and ending points of any smooth transition. A sequence of keyframes defines which movement the viewer will see. The position of the keyframes determines the timing of the movement. Because only two or three keyframes over the span of a second do not create the illusion of movement, the remaining frames are filled with in-betweens, a process known as “tweening”. Next Section (L6) Inverse kinematics calculates the motions necessary to achieve a desired position. For example, what are the motions required to make it look like an animated character is picking up an object? This is more complex than just moving an object from one position to another. It involves the translation and rotation of a series of interconnected objects while observing limitations to the range of motions that are physically possible. For example, an animation would look unrealistic if a character's hand moved through its body to pick up an object located behind it. The skilful use of kinematics can involve the application of knowledge as diverse as anatomy, physics and engineering. Motion capture is the term used to describe the process of recording movement and translating that movement onto a digital model. In 3D computer animation, it can be applied to recording actions of human actors, and using that information to animate digital character models. When it includes face and fingers or captures subtle expressions, it is often referred to as performance capture. Motion capture has a Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 17 Media Assets Outcome 1 number of advantages over traditional 3D animation methods and some disadvantages. Advantages include: the amount of animation data that can be produced within a given time is extremely large when compared to traditional animation techniques, which contributes to both cost effectiveness and meeting production deadlines; and complex movement and realistic physical interactions. such as secondary motions, weight and exchange of forces can be easily recreated in a physically accurate manner. Disadvantages include: the cost of the software, equipment and personnel required can potentially be prohibitive for small productions, and movement that does not follow the laws of physics generally cannot be captured. 3D Rendering converts a model into an image either by simulating light transport to get photorealistic images, or by applying some kind of style as in non-photorealistic rendering. Light transport theory deals with the mathematics behind calculating the energy transfers between media that affect visibility. Modelling inverse light transport enables reasoning about shadows and inter-reflections two major unsolved problems in computer vision and can greatly expand the applicability of a host of computer vision techniques, i.e., photometric stereo, shape from shading, BRDF measurement, etc. Non-photorealistic rendering (NPR) is an area of computer graphics that focuses on enabling a wide variety of expressive styles for digital art including painting, drawing, technical illustration, and animated cartoons and is common in video games. In many cases, the geometry of the model is unchanged only the material applied to the surface is modified. Most of the techniques applied to 3D geometry are intended to make the scene appear two-dimensional. Well-made 3D animations can be difficult to distinguish from live action. Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 18 Media Assets Outcome 1 Audio (L4, L5, L6) Some games don’t really need sound, for example simple graphical games like Snood or Solitaire. In fact sound could be annoying and intrusive in this type of game. However, some games need sound and without sound would be like a film without its sound track. For example, the ominous ambient sounds of Resident Evil, that compounds the tension and horror as the relentless zombies, destroy your Alpha Team comrades. Audio Asset Types (L4, L5, L6) An audio asset can be any type of sound played in a game. This can include speech, music, and sound effects made by the movement and interaction of objects such as a passing car or an overflying aircraft. Sound assets can be straight- forward recordings (capture) of real people and real objects or where necessary synthesised using computer software. The recording can then, if necessary be modified by adding echo, changing the pitch or speed, amplifying it or changing the tempo. However the audio asset is created it must be appropriate to the action and sound convincing. Speech can be obtained by recording a person reading a script, however, the skilful use of an audio editing suite can be used to add an echo or distort the voice for example to make it sound metallic or mechanical as befitting a robot for example. Another example would be if a character spoke in a large subterranean cavern a dead acoustic wouldn’t sound convincing because you would expect an echo. As with film and television music is often the forgotten element in video game design. This is possibly because sound effects are more subtle than glitzy visual effects and work on the listener’s subconscious to draw them inexorably into the game world. However, in 2000 the National Academy of Recording Arts and Sciences (NARAS) recognised the importance of video game scores by allowing interactive games to compete in the annual Grammy Awards. The sound effects created by the interaction of objects in a game are also very important. In the game “Medal of Honor” you would expect to hear the sound of gunfire and explosions. If a character fires a heavy machine gun it needs to sound Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 19 Media Assets Outcome 1 like a heavy machine gun and not like an air rifle. In the same way that the movement of objects in a game have to obey the rules of physics, unless specifically required not to do so, sound effects have to obey the rules of acoustics, which is why the sound for a video game is created and edited by specialist sound engineers. Audio File Types (L5, L6) As with video files there are a large number of audio file types ranging from those that are very common to those that are rarely seen. Among the most common audio file formats are aif, iff, mp3, mpa, ra and wav. Other common formats are aa, acm, and cda. Other formats such as the .box and imf formats are rarely seen. To get an idea of just how many audio formats there are visit http://www.fileinfo.com/filetypes/audio aiff The audio file interchange format (aiff) was developed by Apple Computers from the Electronic Arts' .iff format. This type of file supports uncompressed CD-quality audio and is typically used to store standard CD audio. Standard aiff files are 16-bit, twin channel files using a sampling rate of 44.1 KHz. aiff files typically have an .aif extension but can also have an .aiff extension as well. aiff files are not supported by Linux. File Operating System Application(s) Mac OS Apple Quick Time Player format .aif (.aiff) Apple iTunes Roxio Toast 11 Apple GarageBand Coq Windows Nullsoft Winamp Media Player 5.6 Apple Quick Time Player Apple iTunes Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 20 Media Assets Outcome 1 Microsoft Windows Media Player Roxio Creator 2011 iff The Interchange File Format (iff) was created by Electronic Arts and may contain image, text, or audio data. It is typically used for interchanging different types of data across applications and platforms. It is widely supported and can be used as the basis for several other file formats, including aiff. An iff file consists of “chunks” which have four letter identifications. There are three principle “chunks”: FORM, LIST and CAT each of which may contain text, numerical data, or raw data. The FORM chunk specifies the format of the file, the LIST chunk includes the properties of the file and the CAT chunk contains the rest of the data. iff files used by The Sims and The Sims Online can be edited using IFF Snooper for the Mac platform or IFF Pencil for Windows. File Operating System Application(s) Mac OS Apple Quick Time Player format iff IFF Snooper Cloanto Amiga Forever Linux XnView Cloanto Amiga Forever Windows Apple Quick Time Player Coral PaintShop Photo Pro X3 ACD Systems Canvas 12 ACDSee Photo Manager 12 Cloanto Amiga Forever XnView Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 21 Media Assets Outcome 1 IrfanView mp3 The Moving Picture Experts Group mp3 file format is a compressed audio format that uses Layer 3 audio compression. The mp3 file format us typically used to store music files and audio books on a computer’s hard drive providing near-CD quality sound in a file approximately 1/10th the size of a aif or wav file. The sound quality of an mp3 file depends upon the bit rate used for compression. The higher the bit-rate the better the sound quality, but this comes at the expense of a larger file size. Common bit rates are 128, 160, 192, and 256 kbps. mp3 files are supported by most portable music players, such as the Apple iPod and can also be played on the Amazon Kindle. There is good support for mp3 files as shown in the accompanying table. File Operating System Application(s) Mac OS Apple iTunes format .mp3 VideoLAN VLC Media Player Roxio Toast 11 Linux VideoLAN VLC Media Player XMMS Amarok Windows Apple iTunes Microsoft Windows Media Player Xilisoft Video Converter Ultimate Nullsoft Winamp Media Player 5.6 VideoLAN VLC Media Player Roxio Creator 2011 Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 22 Media Assets Outcome 1 ra The Real Audio .ra format is a common format for playing audio clips within a Web browser. It uses a proprietary Real compression algorithm and can use various codecs to compress audio with variable bit rates. The .ra format is used by RealPlayer, an audio and video streaming program and may be used to reference a streaming audio file online or may contain audio data. It is supported by Mac OS, Linux and Windows. File Operating System Application(s) Mac OS RealNetworks RealPlayer format .mpa VideoLAN VLC Media Player Web browser with the RealPlayer plugin Linux RealNetworks RealPlayer VideoLAN VLC Media Player Web browser with the RealPlayer plugin Windows RealNetworks RealPlayer J. River Media Center VideoLAN VLC Media Player Web browser with the RealPlayer plugin wav The wav format was developed by Microsoft and is a standard digital format for storing waveform files and allows audio recordings to be saved with different sampling rates and bit rates. The wav format is similar to the aif file format but is based upon the Resource Interchange File Format (RIFF), rather than the Audio Interchange File Format (aiff). wav files are frequently saved as 44.1 KHz, 16-bit, stereo files, which is the standard format used for CD audio. wav files are typically seen on Windows-based computers, whereas .aif files are more common on Macintosh systems. Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 23 Media Assets Outcome 1 File format Operating System Application(s) .wav Mac OS Apple iTunes Apple QuickTime Player Roxio Toast 11 RealNetworks RealPlayer VideoLAN VLC Media Player Linux MMMS VideoLAN VLC Media Player Windows Microsoft Windows Media Player Apple iTunes Apple QuickTime Player Roxio Creator 2011 Nullsoft Winamp Media Player 5.6 Xilisoft Video Converter Ultimate RealNetworks RealPlayer VideoLAN VLC Media Player aa The Audible Audio Book File (aa) format is designed for storing spoken word audio and supports chapter markers, bookmarks, etc., in the form of audio books. You can convert aa files into mp3 files using programs such as SoundTaxi Media Suite, Tunebite and TuneCab. Audible files are supported by the Apple iPod, Creative Zen, SanDisk Sansa, various GPS devices, and the Amazon Kindle. File Operating System Application(s) format Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 24 Media Assets Outcome 1 aa Mac OS Apple iTunes Pocket PC Audible AudiblePlayer Windows Audible AudibleManager Apple iTunes Nero Multimedia Suite 10 RapidSolution Tunebite 8 SoundTaxi Media Suite TuneCab acm The Interplay Audio File (acm) file format developed by BioWare is a compressed audio file used by Interplay video games, such as BioWare and Fallout. Files contain compressed audio stored in a proprietary format, which may be converted to other audio file types, such as wav files. It is supported only on the Windows platform. File Operating System Application(s) Windows Bioware Infinity Engine format acm Nullsoft Winamp Media Player 5.6 with ACM plugin ACM/WAVC to WAV converter Acm2wav Audio Asset Acquisition (L4, L5, L6) There are a variety of ways of capturing audio assets including by using microphones, recording from a radio or TV programme, taking an extract from an audio tape, CD or DVD, using a synthesiser, as downloads from the Internet or a Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 25 Media Assets Outcome 1 combination of one or more of the above. When acquiring existing media assets be very aware of possible copyright issues. Copyright is an issue we shall return to later in the course. Audio and music are awarded at the Video Games BAFTA’s every year and give you an indication of their importance. Editing Audio Files (L5, L6) There are a variety of tools for editing audio files including Audacity, which is free and WavePad Audio Editing Software Professional sound editing software which is available as freeware or a feature richer version, which has to be purchased. Functionality will typically have some of the following features: Sound editing functions include cut, copy, paste, delete, insert, silence, and Autotrim Audio effects include, amplify, normalize, equaliser, envelope, reverb, echo, and reverse Should support a large number of audio and music file formats including mp3, wav, vox, gsm, wma, au, aif, flac, real audio, ogg, aac, m4a, mid, amr and many more Should include spectral analysis (Fast Fourier Transform (FFT)), speech synthesis (text-to-speech) and voice changer Audio restoration features including noise reduction and click pop removal Will support sample rates from 6 to 196kHz, stereo or mono, 8, 16, 24 or 32 bits Have an easy to use interface Text (L4, L5, L6) Text media assets are required for the game to provide dialogue, create an atmosphere and give player feedback or instructions. Common file types include .doc, .docx, .log, .rtf, and .txt, Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 26 Media Assets Outcome 1 .doc files are created and edited using Microsoft Word a word processing application included with Microsoft Office. Microsoft Word 2007 and 2010 saves documents in the OpenXML format with a .docx extension. Microsoft Word Open XML file (.docx) files are created and edited using Microsoft Word 2007 and later versions but may be opened with earlier versions of Word for Mac and Windows via Open XML document support. .docx documents are stored as a collection of separate files and folders in a compressed zip package. .docx files contain XML files and three folders, docProps, Word, and _rels, which hold the document properties, content, and relationships between the files. You can manually open a .docx by renaming it to .zip file and then decompressing the file with any zip decompression utility. The .log, file format is used by a number of operating systems and is typically a text file containing a time-stamped log of events. Log files are useful for keeping track on what is happening while an application, in this case a game, is running. To view and edit .log files any plain text editor will do, for example Apple TextEdit on the Mac and Notepad on a Windows platform. The Rich Text File (.rtf) file format does not contain such a rich set of formatting options as a Word Processed file such as a doc or docx file but does include some formatting options such as several types of text formatting, such as bold type, italics, different fonts and font sizes, and custom tab settings, and may also support images saved within the text file. A plain text (.txt) file format is a widely supported unformatted text file, which can be recognised by any text editing or word processing program and by most other software applications. Plain text files are also recognised by hardware devices, such as smartphones and the Amazon Kindle. Methods of Capturing Text (L4, L5, L6) There are a number of ways in which text can be captured. The most obvious way is to type it into a text editor or word processor. Another way of capturing text is by using voice recognition software, which is now integrated into some desktop Computer Games: Media Assets - Outcome 2 & 3 F916 10/11/12 Page | 27 Media Assets Outcome 1 operating systems. The problem with voice recognition software is that it has to be “taught” to recognise what the operator is saying. Careful proof-reading of text input in this way is required as voice recognition software can make “mistakes”. Text can be captured with a scanner either as a graphics file or with optical character recognition (OCR) software, which will output the text to a text or word processor file. As with voice recognition software careful proof reading is required. There are now an increasing number of devices that will read and interpret handwriting. As with voice recognition and OCR careful proof reading is a must. Text can be captured directly from the screen. One way of doing this is to copy and paste from a website. Another way is to use a piece of software specifically designed for screen capture and text capture/recognition. This can be useful in situations where you need to save some data but were not able to do so because the words or figures are a part of a graphic or picture. This type software is capable of capturing and recognizing Web addresses (URLs) as well as the scanned blocks of text without the need to use conventional expensive OCR programs. The text is selected using the mouse and copied to the clipboard from whence it can be output to an application such as NotePad, WordPad, Word or OpenOffice. When capturing existing text be careful not to infringe the copyright laws. 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