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Crafting the Perfect Atmosphere: Video Game Music and the Space Aspect

Introduction:

Let’s talk about the spatial dimension of a game level and how it manifests in the soundtrack.

Music and ambient sounds serve as narrative tools, providing a storytelling experience. The size of the space the character occupies plays a crucial role—whether it’s a vast green field, a mist-shrouded area where estimating size is impossible, a small, dark control room, or a cavernous hall with a towering ceiling. Music and ambient sounds can effectively address these spatial considerations.

Considering the Space:

The spatial context of a game level can vary widely, from large to small areas. The size of the space can significantly impact the player’s perception, and music plays a crucial role in addressing these diverse settings. While there are numerous aspects to consider, such as period, geography, graphics style, and mood, our primary focus here is on the general concept of space.

Subjective Analysis:

It’s important to note that the choices of instruments, progressions, genres, and ambient sounds are subjective and open to debate. The goal is to enhance the gaming experience, and sometimes opting for unconventional elements can make the soundtrack truly shine.

Key Elements:

Frequency

Sound can be perceived as large or small. For instance, a foghorn’s low and loud frequencies can convey the size of the object producing it. Deep, resonant sounds have the power to be physically felt by the listener. If, for example, my character is witnessing a large ship passing by, I might choose a low brass sound to evoke the grandeur of the scene. Opting for a high-pitched xylophone melody, on the other hand, would convey a message unrelated to the vastness of the setting and the actual size of the object.

Reberb

Imagine the difference in sound between playing an instrument in a tiny room versus a large empty hall. By adjusting the reverb effect applied to the music (along with the equalizer), various spaces can be simulated, aligning the soundtrack with the size of the scene.

Musical Note Length

When portraying a character standing alone in a peaceful field, surrounded by nature, the choice of musical elements must align with the intended message—be it calmness, fear, inspiration, or awe. Slow orchestral notes, likely in the mid-lower registry, can establish the fundamentals of a soundtrack for such a scene. If an element like a butterfly enters the frame, a single high-pitched instrument with shorter notes would be more fitting. Note length and character can be linked to the size of objects in the scene. For a passing cloud, an essential element for the soundtrack might involve slow-playing woodwind or brass instruments.

Tempo

If the soundtrack primarily visualizes the game-level scenery rather than character actions or emotions, choosing between slow and fast can correlate with big and small. Instinctively, a slow progression, especially with lower notes, can evoke something large and mysterious—a macro approach. However, an action scene featuring a panoramic view with a character chasing someone on rooftops may benefit from a fast-paced musical piece despite the vastness of the view.

In Conclusion:

In crafting the perfect atmosphere for a game, manipulating frequencies, reverb, tempo, and note length can effectively convey the perspective and size of a given level. These elements serve as the foundation for creating an immersive experience that complements the game’s narrative and visuals.

Closing Thoughts:

These insights are based on an analysis of personal works and peer contributions. While these are fundamental elements, there may be additional tools and techniques to explore. So, go ahead, dive into the world of video game music, and find the perfect soundtrack for your game.

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Audio Format, Bit Rate, and File Types for Game Music

The best sound you can get is by using an uncompressed version of the audio.
The problem is that an uncompressed WAV file, for example, is heavy.
One minute of WAV audio file in 44kHz, 16bit will be 10MB.
A standard game music loop lasts 60-90 seconds, and that brings you to 15Mb for each music loop.

Usually, in small apps and games, the audio is converted to MP3 or OGG formats with different bit rates. The lower the bit rate and sample rate, the smaller the music file becomes, and the quality downgrades as well.

In this post, I’ll show you the differences in sound quality and file sizes between various MP3 and OGG file encodings.

Here’s an uncompressed version of the tune “Sunny Island Pirates” in WAV format, 44khz, 16bit, 5.04MB

Let’s start with MP3. the best bit rate you can get with mp3 is – 320kbps. There will be almost no audible difference between the WAV file and MP3 in 320k (unless you compare between the two using studio quality headphones, or professional studio monitors)

MP3 320kb, 44khz, 16bit, 1.14MB

MP3 192kb, 44khz, 16bit, 703kB

MP3 128kb, 44khz, 16bit, 468kB

MP3 96kb, 44khz, 16bit, 351kB

MP3 64kb, 44khz, 16bit, 234kB

MP3 32kb, 44khz, 16bit, 117kB

As you can hear, the serious damage to the quality happens below 128k. It’s especially audible in the higher percussion sounds. 32k sounds unusable. While MP3 is a good option to downsize the sound it’s not suitable for looping (will be discussed in a different post) and there are other options like OGG Vorbis, which might be considered as a better, but less common format. Here are 3 different quality comparisons for OGG files from high to low. The files size are bigger, but the sound quality is slightly better. And OGG format is perfect for music loops.

OGG quality 1.0, file size 1.84Mb

OGG quality 0.50, 634kB

OGG quality 0.10, 303kB

OGG quality 0.05, 261kB

To sum things up, the smallest file sizes with relatively usable audio quality would be MP3 in 64k and OGG in 0.02.
To get get best results, if you have the option to use larger files, I’d recommend using MP3 128k and OGG 0.5.