After the game audio which finished debugging to go through?

Attract players of the game, not only have a good picture, good gameplay, a good operating system, as well as good sound, good sound and subject tempered before the final presentation in the game, odd billion pieces of music have decades of game music production experience, odd billion pieces of music considered after the completion of the game audio production, test and debug the game sound audio team and game makers need to work together.

A , audio and acceptance within the team

Acceptance testing is for internal creative work meets the needs of game localization, world, game content and file name are correct and so on. Check that all audio loudness have done standardization, audio polish and other post-processing work.

Audio commissioning and after passing through the audit, the export of finished audio file, such as skills, attack other animation sound effects, must output video file synthesis and deployment requirements split sound files, and then submitted after completion.

Two , game makers debugging engine

The game engine commissioning work is generally divided into two cases, one programmer or game plan comes with the player module with game development engine testing, the other is by the audio designer by wwise or other audio engine FMOD be achieved with game development engine to connect, in two cases the ultimate goal is to make logical audio playback.

 

The game engine is deployed well in advance, but are based deployment. Audio for different functions needed for debugging and optimization.

First look into the engine part, the audio files are categorized and standardized, if not done, the need to do first loudness and peak standardization. About loudness standardization of operation, we will teach you in the R & D personnel should have the ability to edit audio text.

After all files standardization is complete, you can start debugging engine. The largest engine commissioning work mainly attacks the game, these skills Animation sound. Each audio playback time may be different, we need to debug one by one. Video synthesis audio files mentioned earlier submitted team, played a crucial role in this video is the main reference playback timing and ultimate effectiveness.

Programmer or planning to combine effects and mechanisms play according to video shown in the engines to split audio files, video demonstration of unity with the effect by playing the advance or delay value play, do it.

Even if the file submitted by the team game audio loudness standardization has been done, but the actual effect must also prevail in accordance with the engine in the final results after the player or the ultimate effect played on the device. In case of an audio file to listen to a sense of loudness poor, need one by one during the loudness optimization, until the final satisfaction.

Others are more advanced engines function calls, such as unity, the effects of the call. The sense of hearing such a cave in the scene, all the sound effects and voice with reverb should be in a cave, inside the engine can be achieved by sending effect. And the value of transmission of the need to constantly try and debug, outside the cave and effect in the natural cave debugging switch, etc., and a variety of BUG may occur when calling file repair.

Engines completed all audio work, you need to make a version, note that this version is still a beta version, this version is sure to send a team of audio, the audio team to conduct a test (with ears professionals to acceptance), while pre set aside may also be time to adjust the audio, if problems are detected, the two sides are optimized modify and debug, so the resulting version is the real complete audio version.

Engines commissioning work does not really sound than the creation of a small amount of work, in order to allow the audio eventually showing the effect of the ideal sense of hearing, both sides need to play sound constantly try and fit.

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