Re: Research: Game Audio in Audio Games
@Balooba
I'll write my feedback here as I progress through your document. I'll keep it in the form of a quote and then my comment underneath it. First of all it would be immensely appreciated it you could provide your text as an actual text instead of a protected pdf that most sight impaired users can probably not even read. I'm not sure how screen readers react to protected pdf documents but I know some of them experience severe problems. It's not like anyone is going to steal it. I know the feeling. I've had my own thesis protected in a similar way until I realized that simply no one cares. Furthermore is this not going to stop anyone anyway as my quotes below demonstrate quite well. I could also provide an unprotected file but it is not my place to do so unless you approve.
More specifically, this thesis will focus on sound in first-person three-dimensional (hereafter referred to as F-P 3-D) audio games
That's a real bummer. The really interesting sound engineering happens not in those kind of games because audio games in a first person perspective are straight forward. You simply implement what the protagonist hears and you add a couple of utility sounds to replace the user interface feedback found in visual games. The implementation of those utilitarian sounds is quite diverse and interesting but nothing compared to the ingenuity needed to replicate other game perspectives in an entirely auditive experience. Think of super mario bros. as an audio game or the injustice side scrolling beat em up game found here in this forum as well.
the game system, the player, and the virtual environment
Or as they are commonly known input, processing, output. Not sure how this proprietary terminology is truly needed. I guess it is more descriptive and evoking than the classic definition used for software.
Even though the technology exists today, besides Papa Sangre, it seems nearly impossible to find any other commercial game—video game or otherwise—that uses a somewhat realistic real-time binaural audio processing.
I've tried to program different prototypes based on various technologies and I came to the conclusion that binaural sound is at the moment not something that is possible to realize in video games. Real binaural sound needs to be recorded specific to the situation and doesn't fit with the idea of an interactive medium. The HRTF algorithms currently available either yield terrible results or are immensely taxing on calculation cycles.
The indie game developers, on the other hand, have focused mostly on the mobile phone market.
That's simply not true. The indie scene on the PC is thriving and as diverse and healthy as it has ever been. Platforms like Steam, GOG and the Humble Bundle initiative show statistics that generally surpass the mobile environment if we subtract the shovelware commonly found there. The best selling indie games 2012 have all been on the PC and I expect the 2013 figures to follow suit.
I'll have to stop here and continue later on. Got some work to do for my clients.
URL: http://forum.audiogames.net/viewtopic.php?pid=161197#p161197
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