{"id":286,"date":"2018-08-23T18:25:30","date_gmt":"2018-08-23T18:25:30","guid":{"rendered":"http:\/\/www.brandoncole.net\/?p=286"},"modified":"2018-08-23T18:25:30","modified_gmt":"2018-08-23T18:25:30","slug":"to-the-audio-teams-the-art-of-sound","status":"publish","type":"post","link":"http:\/\/www.brandoncole.net\/?p=286","title":{"rendered":"To the Audio Teams: The Art of Sound"},"content":{"rendered":"<p>Dear video game audio designers, producers, mixers, editors, engineers, technicians, quality analysts, composers, and any audio-related field I forgot to mention,<br \/>\nThis letter from a blind gamer goes out to all of you. I can\u2019t speak for everyone, but I\u2019m pretty sure I can speak for most blind gamers out there when I say thank you. Thank you for putting in the time, and making the effort. Thank you for adding those little extra touches that we notice all the time. The things that a sighted player doesn\u2019t necessarily need, but that add to the audio experience. Thank you for your own desire to make games sound as alive and vibrant as possible. Thank you for immersing yourselves in the material so the experience you create matches the story being told. Thank you for being awesome.<\/p>\n<p>We blind gamers bow before you, audio teams. Without you, we couldn\u2019t do what we do. Without those little touches, in some cases, we would be further hindered in our efforts. I\u2019ve said before that blind accessibility is all about information, and the things you guys do with audio give us that information, sometimes whether or not you\u2019re aware of it. I commonly use the example of Kingdom Hearts, where equipping different keychains causes Saura\u2019s footstep and attack sounds to change based on which one is equipped. It doesn\u2019t have to be this way, but it is thanks to an audio team that cared to make it so. Because of that, we can tell you by taking a few swings what we have equipped, and from there branch out into how much damage it does, what bonuses it has, and so on. The importance of these little things cannot be underestimated.<\/p>\n<p>But let\u2019s go further. Things get crazier when we consider things that have ambient sound, but don\u2019t necessarily need to. The Death\u2019s Breath crafting component in Diablo 3, save points and treasure spheres in Final Fantasy 13, all of these things and more are examples of necessary objects that we can now locate within a certain distance thanks to audio. Without those ambient sounds, they would just be lost to us. That\u2019s huge! It\u2019s so simple and easy for you audio guys to do, but it\u2019s so, so very helpful.<\/p>\n<p>But really, we\u2019re only scratching the surface here. Let\u2019s go even deeper, and discuss the crazy things audio teams are doing these days, like accurate surround sound positioning and even 3D audio in some cases, realistic echoes based on the objects sound is bouncing off of, (often used to indicate distance between, say, you and a companion), and even dimming of sounds that are blocked by an object such as a wall. The tremendous amount of code that must take is mindblowing, and the fact that you guys work to perfect it, to make it sound right, is inspiring. Let me just tell you now, in case you had any doubt, that it\u2019s worth it.<\/p>\n<p>Now we can\u2019t talk about audio without talking about music. Music is a huge, huge part of creating an atmosphere in a game. I once spoke directly with Austin Wintory, and told him that the music in Journey is what really told me the story. It was true. The music in that game is powerful. It connected with me on a deep, deep level. It made me feel every emotion right along with my fianc\u00e9, who was actually the one playing it. I felt the joy of flying for the first time, I felt the rising tension as we got ever closer to our goal\u2026 It was an astounding feat of scoring for which Mr. Wintory has received much praise, but if you ask me, not enough. As I\u2019ve said, I wasn\u2019t even the one playing Journey, but when it was all said and done, I felt as though I had. I cannot think of another game that has achieved that effect on me personally.<\/p>\n<p>That is not to say that I don\u2019t love other game music, because I do. There\u2019s a really old game called Stonekeep, which was one of the first games I ever owned. During one part of that game, you wander from the relatively dangerous, though not-too-difficult sewers beneath Stonekeep into the lair of a monstrous evil creature that you, at some point, must defeat in order to proceed. The brilliance of this is that the creature does not immediately attack you. It is, in fact, the music, which changes drastically and ominously the moment you step into the lair, that alerts you to be prepared if you plan on moving forward. After all, the lair itself is not large, and should you actually proceed despite the warning the music provides, then the additional warnings provided by the piles of bones in the area, you will find the beast lerking just a couple corners away. It\u2019s a wonderful, powerful moment in the game, and for me, mostly because of the music.<\/p>\n<p>There are plenty of examples of moments like that in games, but I particularly like that one. The power of music is, I think, becoming more respected these days. I feel like people are taking greater care with music, and that is very much appreciated. Look at, for instance, what Crystal Dynamics did with the first Tomb Raider reboot, scoring every single encounter differently, and using a dynamic music system to make it all flow depending on what you did. That is\u2026 That is awesome! There is just no other word for it. Even Killer Instinct for the Xbox One does awesome music tricks, picking up the background music depending on the size of the combos you\u2019re doing. What better way to make you feel good about pulling off an amazing feat of fighting game excellence than to deliver the rousing chorus of that level\u2019s music? It fits perfectly, and it\u2019s also awesome.<\/p>\n<p>I feel as though I could sit here and write about game audio for hours. However, I think that what it boils down to is this. Audio guys, you are our lighting. You are our graphics. You are our art. You are our atmosphere. You are our information. Sometimes, you are our story. You are essential. You are needed. And most of all, you are awesome. Thanks for reading. As always, consider supporting this content if you can, however you can, and continue to be awesome!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Dear video game audio designers, producers, mixers, editors, engineers, technicians, quality analysts, composers, and any audio-related field I forgot to mention, This letter from a blind gamer goes out to all of you. I can\u2019t speak for everyone, but I\u2019m pretty sure I can speak for most blind gamers out there when I say thank [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[27],"tags":[36,126,76,162,105,215,216,125,28,217,35],"class_list":["post-286","post","type-post","status-publish","format-standard","hentry","category-blog","tag-accessibility","tag-blind-gamer","tag-blind-gaming","tag-diablo-3","tag-game-audio","tag-journey","tag-killer-instinct","tag-kingdom-hearts","tag-playstation","tag-tomb-raider","tag-xbox"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=\/wp\/v2\/posts\/286","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=286"}],"version-history":[{"count":1,"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=\/wp\/v2\/posts\/286\/revisions"}],"predecessor-version":[{"id":287,"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=\/wp\/v2\/posts\/286\/revisions\/287"}],"wp:attachment":[{"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=286"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=286"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=286"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}