Level 3 Btec Extended Diploma in Games Development
Unit 73: Sound for Computer Games
Task 1:Compare and contrast the following Console game music. You can consider other pieces of music/FX from the same game
Task 2: Using the clips above discuss the methods which could have been used to record and produce the music and why.
The Last of Us:
I have merged the two tasks together as I have found it easier this way to talk about the music tracks emotionally and technically. The Last of Us main theme song was originally composed by Gustavo Santaolalla and his instruments. One of the instruments which was used was a ronroco. This video shows evidence of the songs created for The Last Of Us were original developed made from instruments in a recording studio. I believe that what audio recording system they used is multi-track recordings. The reason behind why I believe that this song was created by multi-track recordings was so that Gustavo Santaolalla could listen to the orchestra separately from his guitar tune to create the perfect sound and then added his guitar to the orchestra track. Furthermore, with the orchestra, it is most likely that they would of recording the groups of instruments separately, for example; percussion, string, woodwind, brass etc. In this video https://www.youtube.com/watch?v=Ejdjcun2Jo4 around 1:10 - 1:30, this is where we see Gustavo Santaolalla taking control of how he wants the orchestra to play their instruments to gain the desired result.
Halo 2:
It sounds as if, to create this track they used the audio recording system, multi-track recording. The reason behind why I think this is because it sounds like they have recorded the orchestra separate from the guitar. Also, it sounds like they recorded the violin separately away from the guitar and orchestra and then used multi-track recording to line up the tracks for the desired result. As they have used real instruments, this pushes away from them using software plug-ins and everything was originally developed. This game was made for the original Xbox which means the disc they used to store all of the games data and such, was a dual-layer DVD disc meaning it has smaller capacity.The image above displaying CD, DVD and Blu-ray shows the different sized data they can all withstand and what the data layers look like. A lot less compared to the size of a Blu-ray disc which was used for "The Last of Us". Its most likely that they would have compressed the sound files due to the amount of storage on the disc. The sound file they could have used is .WAV, a raw .WAV sound file has the sample rate of 44,100 kHz and 16-bit-depth. WAV files can be compressed, however when the WAV file is compressed, the only thing that is most likely to bit reduced is the bit depth. With the example above, the sample rate would still be 44,100 kHz and the bit depth would be reduced down to 4. The audio limitation of this sound file would be that it had to be compressed due to the size of the DVD disc. As the sound file is compressed this means that the quality of music will be reduced from its original state. Furthermore, WAV files must be decompressed if compressed to listen to them. It is most likely they might have chosen a different file format due to wanting to save space such as MP3 or AAC. MP3 files is the most common file format and is the most compatible, however it is said that it is not efficient. An AAC file has the same the same quality as an MP3 file and is more efficient. This image below displays the file size and compatibility comparison between MP3 and AAC.
The differences is that both games are on different platforms and the time around when they were made. When Halo 2 was released, it was made for the original Xbox. This gaming console used regular DVD disc for their games due to the specifications of the original Xbox. When The Last of Us was made, it was originally made for PS3. Technology had moved on since then dramatically, the PS3 had near enough the same specifications as the newer Xbox 360's. The PS3 and PS4 used blu-ray discs, this allowing them to use uncompressed file formats for the sound track. This kept the quality of the original soundtrack.
Composers can sell their music to a game company. When composers do this, they still have property rights. When a composers music has been put into a game, they receive "royalties". However, game company royalties are different to the music industry royalties. Music industry royalties often give the composers money in quarterly instalments, however with game companies, they decide to do something different. What game companies do is they work out a percentage which is a payment that have been calculated from net profits and they pay the composer.
If the game the composer has worked on has now been chosen to be developed for other platforms, the composer then receives extra money for their work.
When it comes to copyrighting the music in a games company, the developer will almost always demand to own the music. The reason for this is so that the developer can then use the same music or sound FX in the sequel of that game or they can re-use it on different platforms. Its most likely that with both games, the composers have agreed to the copyright regulations and agreed to the format of the royalties. In which is very different form from what Gustavo Santaolalla is used to.
If the game company believes that buying you out-right (meaning paying your wished amount is too high), you may offer a license to them. This license allows them to use your music in their game. With your music only being licensed, this means that you still have full ownership of your music and you able to re-sell it if you wanted to. However, game companies usually have a license agreement where the song that they have licensed to used, is only allowed to be used for that game in particular until a certain amount of time has passed and then your music can be used for another game.
It is most likely that all the composers involved within both games have accepted these terms and legal rights in order to start creating the music.
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