ABSTRACT

A computer game is non-linear. You can’t predict when, if, or how the player will perform an action. Will they brush against the edge of the door frame when exiting a room, or will they walk headfirst into the wall? These are not problems we have to deal with in film – every time you watch a scene, the same events will happen at the same time. In a game, every play-through will be different.

So how do we approach this? We need to set up interactive “Events” that are triggered by the game. These are configured to respond differently, according to all the possibilities in the game.

Another consideration is repetition – one of the core tenets of game sound is “repetition destroys immersion.” If you hear the same sound again and again, then it distracts the player, and detracts from the game. We need to add elements of controlled randomization.

Then there are efficiency issues to consider – file space is at a premium in a game. We need to make full use of every byte – while ensuring we have no trade off in quality.

In a later chapter we’ll look at data compression and optimization, but we should look at addressing file efficiency (e.g. mono vs stereo and file duration) at as early a stage as possible.

In this chapter, we’ll discuss these requirements, and look at how these will be achieved.