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By James Ackley
Gamasutra
CGDC Roundtable Report, May 1998

Features
CGDC '98 Roundtable Reports

Better Sound Design

Each day I started with introducing myself and asking the group what they would like to talk about. For the most part this got things going, but if there was a lull in discussion I had a list of topics to pull from.

Wed. May 6, 1998: We had a good mix of people ranging from beginners to industry veterans. The discussion started with someone wanting to know how to do the basics of sound design. Where do we pull the sounds from and how much manipulation is involved before final output. There were more veterans than beginners so it was easy to get multiple opinions on how to create and modify sounds. This discussion went on for a while then unfortunately turned into a discussion on why we don't have more ram, and money to work with. One person in the group was very determined to talk about why we need a union for sound designers. Fortunately for me we ran out of time before it got to bad. We were able to talk about what we can do technically to improve quality and still remain within the ram and money limits. The main point was to just talk with the programmer and decide where to cut and what things need to stay. Also, we discussed how make do with a low budget, by making the most of the equipment we have.

Thursday May 7, 1998: We had a lot of people this day, and again a good mix experience. This time no one wanted to jump out and start, so I did. I asked what tools does everyone use and what platform do we prefer. Well, that was all it took, everyone jumped in after that. We carried that topic for a while with input from a lot of the group and came to the conclusion that mostly we had either high end systems (Mac with ProTools) or lower end with Sound Forge with an AWE64. Once that topic died I tried to stress the importance of having a porta DAT and doing your own foley. Everyone agreed and we discussed some techniques and stories of past experiences. A few of the higher level people told stories about some high profile projects they had worked on, I think stories like that are always fun to hear for the average person (including myself). We then talked about what tools we use for file organization and batch conversion. This one did not last as long, but I know a few people learned about some software they were not aware of. We then had a short discussion about who does audio to video and what tools do we use. But this quickly moved to software DSP. A number of people were using this on a daily basis and the rest of the group was very interested in how good they really were and also how demanding (CPU) they were. The ending topic was sequencers. There was some good discussion here because of how many there are available and what platform (Mac or PC) is better.

Friday May 8, 1998: I was really surprised by the turnout this day. It was the last hour of the last day and I figured everyone had left already. To my surprise a good amount of people showed up. This day had a lot of inexperienced people with only a couple of experienced people. We started with the basics of where to get sounds, what do we do with them and the formats we deliver in. We also talked about how important it is to talk with the programmer and designer of the game. I'm really glad we hit this topic because I strongly believe it is very important and I wanted to make sure everyone else agreed with me. I found out that most people agreed, but often did not do anything about it. But I think by the end of the round table we all agreed you must be friends or at least be able to talk freely with the people you are working with to produce quality work. Another topic we hit was IMA and direct sound. People are already talking about it's use with music, but no one is talking about the sound design benefits. A lot of the people there were completely unfamiliar with it, so that was nice, to at least enlighten some people. Whether they agreed it was useful or not, it's always nice to share information with your peers. We had a brief explanation of foley and it's importance and then moved on to software tools and monitoring environment (Speakers and Room).

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