Thursday, 12 January 2012

Sound Research 600 words



                                                                    Sound Research



Basics of Sound:   Pitch:   this is the musical termolagy for how high or how low a is, this is dictated by the frequency of the sound this is how fast the particles vibrate
Frequency:  this is the same as the speed of the sounds origin for example a 500hz  guitar produces  a 500hz sounds 
Volume:  a combination of sound pressure and sound power,  sound pressure is what we  hear it’s the pressure  of air particles created by the sound waves  this however is dictated by the sound power which is created by the sounds source.
Tone: this is the unique sound  generated  by a different  source  this can be dictated  by the source , pitch , power  and the even the material of the source.
Duration: the length of how long a sound lasts , the length is dictated by the size and weight of the objects source as well as the sounds Hz measurement.
Interactive Media Products:
Websites : music and sound  can be used to enhance  the experience  of the user and can be used in a number of formats including music and video files or as independent flash content  including
MP3: an extremely popular format which compresses the audio size to one-tenth of its original digital size and can exert the sound to almost CD quality.
MIDI: Musical instrument Digital interface  , Midi files a very small in size but are extremely versatile  in terms of   compatibility and browser use.
 Video Games: sound is one of the most important aspects when it comes to creating games it is vital in creating the games narrative and atmosphere.  
Television Programs: in television sound is extremely important and at a constant whether its talking, music or even the absence of sound in some situations can be extremely potent.
There are many different sounds used in programs like background noises or music but not all sounds are  captured  threw sound devises by the filming crew most are added in later during editing
Pulled from a archive of stock sounds which have probably been used before in previous shows
Sound is used in movies in a similar way however most films aim there sound to be  accelerating  and numerous  so that the experience within a cinema  is much better than a small television set.
In flash games sound is designed to be irrelevant being that it can be switched on and off and are usually recorded with fairly simple methods but some times this can prove to be effective


Analogue: this refers to the analogue equipment which is used to record and store it as well as transmit it to speakers electronically.
Analogues quality’s is that bass, tone and volume are much better and transmissions consists of transmitting the actual sound .
Digital: sounds that are created and stored electronically by computers which can then be easily copied on mass.
Vocal and acoustics are much better quality without  vinyl  disruption , most digital audio is transmitted via satellite (Dsat)

Function of sounds:
Sound has many different effects on an audience they are usually interpreted as one sound however they are usually made of multiple sounds.
Emotion:
Sound can be used to provoke emotions dependant on the sounds equation like  high frequency representing a threat. 
Ambience: is atmospheric sound using sounds you would expect to hear in said environment.
Foley: these are realistic SFX for video games of the near future focusing on realistic details mostly ambience.
Dialogue:  is important in all digital entertainment from providing important information to furthering the narrative of a story or even providing ambience.   

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