Reducing Repetition in Game Sound: Utilizing Frequency Manipulation to Create Variations of Footstep Sound Assets
Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
This study tested if convincing variations of footstep sounds can be created for games by utilizing simple frequency manipulation. A listening-playing test was conducted using two versions of footstep foley, one processed, with variation created through frequency manipulation, and one unprocessed, varied by different samples. The test was conducted in a game, using multiple levels. The levels were exactly the same in both visuals and sound design, except for the footsteps and an object. 30 test subjects, 12 of which were trained listeners participated and were asked to rate how much of a difference they heard between the two versions, and the believability of the different type of sounds. Results show that the subjects had a hard time hearing any difference between the two versions. 21 of 30 subjects heard no difference at all in the character sounds, and most of the subjects who heard a difference responded with a perceived difference in sound, such as differentiating surfaces, shoes or walking, rather than a perceived difference in variety or repetitiveness.
Place, publisher, year, edition, pages
2016. , 40 p.
Teknik, Ljudteknik, ljuddesign, karaktärsljud, spelljud, Sound Design, Audio Engineering, variation, Game Sound, Game Audio, Frequency Manipulation, EQ, equalizer, footsteps, Sound Assets, Foley, character sound, repetition, processing, technique
IdentifiersURN: urn:nbn:se:ltu:diva-52842Local ID: 9ee259f0-d06d-4028-bf3a-60221ddd0d8fOAI: oai:DiVA.org:ltu-52842DiVA: diva2:1026214
Subject / course
Student thesis, at least 15 credits
Audio Technology, bachelor's level
Validerat; 20160615 (global_studentproject_submitter)2016-10-042016-10-04Bibliographically approved