Essays about: "ljudteknik"

Showing result 11 - 15 of 35 essays containing the word ljudteknik.

  1. 11. Evaluation of Physically Inspired Models in Video Game Melee Weapon SFX

    University essay from Luleå tekniska universitet/Medier, ljudteknik och teater

    Author : Emil Wallin; [2020]
    Keywords : Audio Engineering; Game Audio; Sound Design; Video Game; Sound Effect; SFX; Physical modelling; Physically inspired models; game engine; ljudteknik; spelljud; ljudeffekt;

    Abstract : This study explored the possible impact to a game’s responsiveness and to players’ preferences by using a physically inspired model (real-time pitch and amplitude modulation) as a means of efficiently achieving responsive variation for melee weapon sound effects in a game using the in-engine audio features. A play test was created were 24 participants (12 with audio engineering backgrounds, 12 without), all with prior gaming experience, played through a game level where they would audition a non-variational implementation of a sword’s sound effects and a variational implementation with the same sound samples being modulated in real-time. READ MORE

  2. 12. The interrelations between audio compression and graphical texture detail in video games : How they affect players perception of quality

    University essay from Luleå tekniska universitet/Medier, ljudteknik och teater

    Author : Daniel Frojd-Wasberg; [2020]
    Keywords : Perception; Video Games; Quality; Interrelation; audio compression; graphical detail;

    Abstract : For this study three questions are being studied. Question one: “How does the audio compressionaffect the perceived video quality?” Question two is somewhat reversed: “How does the texturedetail affect the perceived audio quality?” The final question follows: “How do the audiocompression and texture detail affect the perceived overall quality?” The experiment was done on 36different untrained listeners, whereof 2 didn’t give complete answers and were therefore notincluded in the results. READ MORE

  3. 13. Is there a correlation between the natural reverberation in a critical listening environment and adjustments of an artificial reverb?

    University essay from Luleå tekniska universitet/Institutionen för konst, kommunikation och lärande

    Author : Marcus Brandberg; [2019]
    Keywords : Audio engineering; acoustics; control room; reverberation; reverberation time; psychoacoustics; mixing; reverb; Ljudteknik; akustik; kontrollrum; ljud; efterklang; efterklangstid; psychoakustik;

    Abstract : One of the mixing engineers most important tool when listening, analyzing and taking decisions is the physical space in which the reproduction system and the monitors are placed. The space needs to fulfill certain aspects to be able to qualify as a control room considered good for taking these decisions. READ MORE

  4. 14. Auditory immersion and the believability of a first-person perspective in computer games : Do players have a preference between mono and stereo foley, and is one perceived as more believable?

    University essay from Luleå tekniska universitet/Medier, ljudteknik och teater

    Author : Daniel Wennerberg; [2019]
    Keywords : Audio; Games; Game audio; Computer games; Sound; Sound effects; FPS; FPP; First Person shooter; First Person Perspective; Foley; Stereo Foley; Mono Foley; Mono vs Stereo; Avatar; Self-produced; Immersion; Believability; Preference; Mid-side; Recording technique; Unreal Engine;

    Abstract : Based on previous research on spatial attributes in foley and the concept that auditory immersion in first-person perspective computer games is enhanced by believable sound effects, this study explores if there is a connection between stereo foley and the believability of the first-person perspective, and regardless, if there is a preference to either mono or stereo foley. An interactive listening test was created in unreal engine 4, where 20 subjects, all considered gamers, played three levels that differed visually and in auditory content. READ MORE

  5. 15. Does dynamic compression impact how well the player tracks multiple targets in a FPS game

    University essay from Luleå tekniska universitet/Medier, ljudteknik och teater

    Author : Hugo Liljeblad; [2019]
    Keywords : ;

    Abstract : When navigating a spatially immersive environment like a game, sound can be used to get anapproximate direction and distance of objects, like targets headed for the player. Game sounddesigners can use this knowledge to create interactions. However, processing sound mightalso interfere with players’ abilities to track targets. READ MORE