Game Development Reference
In-Depth Information
LEVEL 3
My Non-Linear Life
Audio For Interactive Environments
Digital Sampling Basics •
FM Emerges, MIDI Helps Out Too •
Why Use MIDI? •
Digital Audio Enters the Picture •
CD-ROM Saves the Day? •
PC Gaming Comes of Age •
Game Audio in the Modern Age of Games and Consoles •
Middleware •
Learning Outcomes:
Linear vs non-linear—the nuts and bolts of why games are dif erent from i lm/TV •
Understand how interactivity af ects audio design •
Some of the major technical developments in game audio history •
In this level, we'll look at these and many more such challenges that
forced game audio developers to devise solutions to the unique
dii culties they faced. We'll also get familiar with a few concepts and
terminologies that will help us going forward.
There are a few basics we need to get out of the way first, having to
do with the basic nature of how digital audio works. This information
is always front and center in the mind of the video game sound
person, because of the relationship of file size and fidelity to the
space allowed in the game, as well as how efficiently these sounds
can be triggered.
The top image shows a linear concept, similar to i lm,
TV or video. All events must be in a particular order, and
the order cannot be changed. The bottom image shows
a non-linear concept where possibilities can change
from one moment to the next.
 
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