Hey all! I'm currently developing a research project for a unit in my college course, and the project it's self is specifically related to game audio. I wondered if I might find some useful ideas or information from some of the great minds on this forum, and as the project is on going (and I'm bound to have more questions as time goes on) I've made a thread - just for me! While this may seem a little self-involved, I've come to realize something quite special about the community of game audio professionals, and enthusiasts; and that is that I could never have dreamed of such a willingly helpful community. I basically know how accepting you all are. Every sound designer I've ever contacted has happily responded and granted me the help I needed. Sincerely, I thank all who frequently respond the repetitive queries of beginners, and those wishing to break in to the industry. Your input is invaluable, and without you we don't stand a chance.
I don't wish to bore anyone with the details of the full project, but the basic overview is that it must demonstrate an understanding and use of the knowledge and skills that I have gained studying this year of sound production. My final product will be a simple demo reel, with my own audio replacing that of gameplay footage (which game is undecided at this point). Game audio, as far as the criteria is concerned, is a little ways 'off the beaten path' of this course, but my plan was approved by the lecturer. One of the key areas I must research and tie into my project is the study of acoustics - which I am struggling with somewhat. I'm looking for any help regarding how the acoustic behaviors of sound in the real world are emulated in 3D game environments. How much of an understanding of reverb is required when designing sound for games? Does a sound designer ever consider the inverse square law when creating attenuation?