Introduction
Unfortunately, a little clarifying theory is necessary, but I’ll break it down to the greatest possible simplification so that nobody will fall over backwards in boredom. In contrast to music, which is based on tones (sound, simple sound, harmonic sound), sounds or chords (harmony, multiple sound, sound mixture) and sound mixtures (triangle, cymbal), in gaming it is almost exclusively the noises that will be the subject of our consideration.
What is a noise and what is a spectrum?
The term sound comes from noise, which is not so far-fetched. And as we already know from the introduction, we classify everything that cannot be categorized as a tone, sound, sound mixture, harmony or sound mixture. We perceive vibrational processes as noise, which are almost always aperiodic and can also change greatly in their structure over time.
The spectrum of a sound now describes (see figure below) which frequency components are contained in the sound. Sounds can also be divided into tonal (where a certain frequency or a narrow frequency band tends to dominate) and noise-like (very broadband) sounds. In the case of broadband sounds, certain frequency ranges can be more pronounced, resulting in a very specific, characteristic timbre that can be assigned to a particular sound source even if it is not visible.
The graphs used below show the waveform in the upper part of the time axis, i.e. the temporal progression of the recorded vibrations (green/turquoise). In the lower part of the graphs (yellow to blue) we see the corresponding analysis of the frequency spectrum. The color gradation ranges from yellow (maximum level) to red (normal level) to blue (minimum level) for the frequency ranges between 20 Hz and 20 KHz shown on the right-hand side of the scale. All recordings were made with our test setup for headphones and the Custom One Pro reference headphones from Beyerdynamic.
The following image shows a helicopter flying by, whose rather tonal propeller noise, together with the engine and flight noises, takes on a rather noise-like character, with the propeller at around one kHz and the air noise at around six kHz standing out in the very broad frequency spectrum.
Example: Sound of a helicopter flying by quickly (engine, propeller and air noise)
And since the music in Battlefield tends to play on the battlefield, the sounds of weapons, vehicles and aircraft, either individually or together, form a carpet of noise that really packs a punch, as we will see in a moment.
The most important frequency ranges of voices and instruments
Here we would like to link to the presentation from independentrecording.net (IRN), which gives us a good overview of the individual frequency ranges. Simply click on the static preview image or the text link!
© independentrecording.net IRN
We can see that all frequency ranges, from the sub-bass to the treble, are actually well covered, so that it would seem silly at this point to pointlessly attenuate or boost one or the other sub-range – and yet this is unfortunately common practice. And let’s be honest: what is harmful to musical instruments will have at least the same negative effect on broadband sounds. Thus equipped, we can now set about processing the sounds that occur in the game.
- 1 - Fragestellung: Marketing oder echter Vorteil?
- 2 - Räumliches Hören und jede Menge Voodoo
- 3 - Von Tönen, Klängen und Geräuschen
- 4 - Analysiert: Die menschliche Sprache
- 5 - Analysiert: Schritte und Bewegungen
- 6 - Analysiert: Schusswaffengeräusche und Explosionen
- 7 - Analysiert: Transportmittel und örtliche Situationen
- 8 - Zusammenfassung und Fazit
23 Antworten
Kommentar
Lade neue Kommentare
Urgestein
1
Mitglied
Urgestein
Urgestein
1
Mitglied
1
Veteran
1
Urgestein
Mitglied
Veteran
Urgestein
Urgestein
Urgestein
Veteran
Urgestein
Alle Kommentare lesen unter igor´sLAB Community →