TASK 3 — 2019

TASK 3

Game Environment Details

Level design influenced by the abandoned buildings in Chernobyl.

Polissya hotel:

Aim for my initial level is to recreate a similar look to the images above for my game environment, developing assets similar to the furniture and debris currently left in Chernobyl just more westernised and modern. Because the aim is to develop a level located in post-apocalyptic Seattle.

Starting to create assets

image referenced

The desk only has a basic wood texture currently yet I’ve planned to add wear/damage + a grunge effect over all the models in the scene.

Planned Assets

Floor boards/wooden planks

Over head lighting – most likely going to be primary light source

Chair

Cloth/sheet to act as whats left of the curtains

General clutter; paper/books, rubbish, debris, bottles etc

Vines/ leaves beginning to grow inside the rooms.

TASK 2 — 2019

TASK 2

RESEARCH

How 3D objects are created in games.

The vast majority of of 3D objects created for games are made up of polygons. A polygon is an area defined by lines, to have a polygon you must have at least three lines. These lines connect to a series of coordinates in the three dimensional “space” the computer creates the point where the lines connect is known as a vertex. Each vertex has X,Y and Z coordinates.

  • X determines the position relative to right or left in the virtual space
  • Y determines the position relative to top or bottom in the virtual space
  • Z determines the position relative to front or back in the virtual space

Once each polygon has a set of vertices to define its shape, it needs information that tells it what to look like. There are four common ways to do this;

  • Flat shading
  • Gouraud shading
  • Phong shading
  • Texture mapping

Flat shading:

A single colour is assigned to a polygon. It is very simple and fast, but makes the object look artificial.

Gouraud shading:

 Is more complex then flat shading because, colors are assigned to each vertex and then are blended across the face of the polygon. Since each vertex is typically associated with at least three distinct polygons, this makes the object look natural instead of looking artificial.

Phong shading

Improves upon Gouraud shading. Whereas Gouraud shading interprets colors by averaging between the vertices, Phong shading averages each pixel based on the colors of the pixels adjacent to it to create smooth surfaces.

Texture Mapping

Mapping requires the use of another image. Essentially, this other image is stretched over the object like a skin. This technique allows for games to have incredibly detailed 3-D environments that can be interacted with in real time.

Interview with lead designer of the Fallout New Vegas – Josh Sawyer.

https://www.theguardian.com/technology/gamesblog/2010/nov/10/fallout-new-vegas-interview

When asked “What do you think are the key elements of any post-apocalyptic story?

Sawyer mentioned a few key points such as; the physical world in ruin is an “absolute must”. Even if there are piston pockets, the world we know has to be broken apart.” This can be reflected in nature: blasted trees, mutated plants, cracked earth, bizarre weather. It can be most strikingly shown through the destruction of everything humanity has created: Sawyer included that this with details of having critics in ruin, highways of empty cars, skyscrapers with every window blasted out.

According to Sawyer this ruin has to extend to human society, the world has to be socially and physically in shambles, with people living in small communities having very few organisations of any significant size in the wasteland.” Fallout: New Vegas shows post-2077 society at its most structured and ordered, but the Mojave Wasteland is still engulfed in chaos and warfare. Without order and under duress, human nature quickly turns very bleak.”


What do you think have been the key apocalyptic influences behind the Fallout series?

Sawyer mentioned there being a huge number of influences, but some of the more obvious were the Mad Max series, A Boy and His Dog, The Omega Man// I am Legend, and the documentary summaries of the Cold War era.

Art style of the Fallout series and the inspiration behind it

The series art style is heavily influenced by a unique brand of 1950s retro-futurism that was established in the original Fallout. “In Fallout: New Vegas, our lead artist, Joe Sanabria, pulled heavily from the Googie style which was very popular in the art and architecture of late 1950s Vegas.”

Googie style architecture

Ultramodern architectural style popular in post WWII American futurism. Its a style built on exaggeration; on dramatic angles; on plastic and steel and neon and wide eyed technological optimism.

Los Angeles (1958) Googie coffee shop by Alan Hess

Googie style was a popular branch of 1950s Retro futurism

Retro futurism is evidence of what people of the past envisaged the future to look like. Made up of popping neon colors, svelte steel, curvy geometric shapes, and as much glass as possible, the designs are now laughable from the perspective of the present.

Fallout 4s art designs take on 1950s futurism seems to be that of an alternate history. The Art Deco stylings of interior decorating to the retro-futuristic technology of robot butlers is reminiscent of the ideas people had of the future.

Lighting study

The lighting choices you make when developing your determine the mood for your game Lighting is one of the most influential roles in your game’s world and can make or break the visuals.

Interactive lighting

Almost every modern game is interactive, meaning that the lighting can often change based on the character’s actions. For instance, the player may have the ability to shoot out a light and completely alter the game world instantaneously. The lighting in a scene can also change simply based on the player’s current position and perspective in the game. If the player moved to a different spot, they’d see reflections and light rays very differently.

Lights in games are typically created by the many different built-in light tools found in the game engine. One of those tools is the ability to bake lights on to the materials in order to save render time.

Light has a drastic effect on the feel of a game; it determines how a player interacts with and views the world they’re playing in. For instance, look at a horror game. There’s always a specific lighting technique used throughout the game to help achieve a sinister and ominous feel to keep the player on edge. The lighting is much darker with deep shadows for creatures to hide in. Sometimes the light may only be coming from the flash light the player is holding, giving the player complete control of the lighting.

Establish a Light Source

Establishing light for your game is determining the light source. These sources can vary whether it’s the sun, moon, a street lamp or a light on the ceiling etc.

TASK 1 — 2019

TASK 1

GAME IDENTITY:

Post-apocalyptic/doomsday scenario based survival game which is set in and after the 21st century.

DESIGN PILLARS:

Fully immersive survival experience, forcing players to explore the wastelands resulting in them having to scavenge in order to survive.

Designed and based off of the abandoned ghost towns of Chernobyl’s disaster zone years after the fallout occurred.

Players need to feel isolated in this now destroyed wasteland.

GENRE, STORY, MECHANICS SUMMARY:

Genre: Post-apocalyptic, open world action-adventure survival game.

Research for story – possible apocalyptic scenarios. NUCLEAR HOLOCAUST

Nuclear holocaust, A nuclear apocalypse is a horrific scenario where nuclear weapons cause widespread destruction and radioactive fallout, collapsing all civilisation, making some or all of Earth uninhabitable. Casting any survivors into darkness, with complete government shutdown and nationwide riots in whats left of the streets.

Consequences of nuclear warfare; Firestorms, these are very intense and destructive fires which attains such intensity that it creates and sustains its own wind system, this would be a direct result of nuclear bombing. Nuclear winter, a severe and prolonged global climatic cooling effect which will occur after the firestorms. The idea of a nuclear winter comes from the hypothesis that such firestorms can inject soot into the stratosphere, resulting in it blocking any direct sunlight from reaching the surface of the Earth dropping the temperature rapidly. Radiation sickness, is a result of over exposure to ionising radiation. This radiation then damages the stomach and intestines, blood vessels, and bone marrow. Most people who die from radiation sickness are killed by infections or internal bleeding. Temporary loss of modern technology would also occur as a result of electromagnetic pulses.

Story perspective: Based in Eastside Seattle, Washington.

Based 10 years after the nuclear fallout and firestorms caused by large-scale nuclear warfare spreading across most of the western world, those lucky enough to survive the initial bombings are now cast into darkness as they’re forced to live amongst the aftermath. The streets of Seattle are starting to become more overgrown and run down. The first phase of riots which occurred in the first days after the fallout left most of the city ransacked by raiders. The now collapsed skyscrapers and burnt-out suburbs have been divided into territories, creating a mini-scale civil war amid the gangs and private armies who live in whats left of the Seattle streets. Due to the total shutdown of all government services and buildings law has been thrown into the hands of the citizens. In the wake of the oncoming catastrophe everyone left without second thought leaving behind whole lives and businesses its in these places where the resources needed to survive must be scavenged. The highways leading out of the city are now littered with vehicles as people rushed for a chance at safety in the surrounding Evergreen forests.

GAME MECHANICS:

Mouse Dexterity – The player must move the mouse in a specific way without making errors. Unlocking locked doors and crates in game.

Scarce Resource – There is an easy way for the player to fight enemies, but ammo and medical supplies are scarce, making sure the player balances their resources and uses them effectively.

FEATURES:

Use of a Geiger counter to detect locations of radioactive sites and enemies, louder and more frequent the crackling the bigger danger risk there is or the stronger the enemy(s).

Geiger counter sound effect.

INTERFACE

research into similar titles in game interfaces:

NEONAKIS, A. (2014) – UI DESIGNER

How We Made The Last of Us’s Interface Work So Well

https://kotaku.com/how-we-made-the-last-of-uss-interface-work-so-well-1571841317

Image result for interface of the last of us

” There were eight months left in development of The Last of Us and while some of the UI elements had already been roughed out, an overall design of the HUD (heads up display) had not been established.”

Due to the short time frame it was challenging to have a ful UI developed in time, therefore details such as the user interface, because of this in the end of development Naughty dog took on a second designer.

” The pipeline we found worked the best for us was wireframe, implement, iterate, and then style and polish. “

UI design roadmap for The Last of Us 

ORIGINAL DESIGN

This original design was used for the official E3 release demo.

WIREFRAMES

When Neonakis built the wireframe her main focus was on how the UI felt and functioned and didn’t focus on how it would look until it was perfected.” If you can get something to feel right, then you can dress it up however you want later.” Her reasoning for this order was due to common complaints about games UIs as people mainly complain about it cluttering the screen, and/or that it feels clunky to use.

ONE OF MOCKUP DESIGNS

“Early mockups showed a menu system where the player could swap weapons out and also upgrade them. I initially wanted these systems to appear together on the same screen. My reasoning for this is that when additions like upgrades are designated to their own screen, I have a tendency to ignore them until I absolutely have to use them.”

Implementation

Later on after weeks of implementing designs back and forth on photoshop the following was added.

The upgrades tab was then moved over to the other tab, removing any cluttering of the screen.

Final Design and Skinning

“The final design would require separating upgrades completely from weapon slotting, but I was fine with this because it wasn’t worth keeping them together if it meant compromising how it felt to play the game”

For the user interface of my game a similar design to The Last of Us own final user interface would be suitable, although changes would be made to allow for a 3rd tab to be used as a “bank” for a players items they collect as the scavenge across the open-world.

The game will be played through a first person perspective, giving players a hands on view over the resources they hoard and craft with, this will also improve gun play/combat i feel as personally i prefer first person games rather than 3rd.

SOFTWARE

Cinema4d, unity engine, logic

ART STYLE

My end goal is to a achieve a similar aesthetic to titles such as far cry 5 which arguably has one of the most recent high end photo realistic cinematics and graphics.

AVERKIN, A.

Andrew Averkin – Far Cry 5: Bar Scene

In-text: (Averkin, 2019)

Averkin, A. (2019). Andrew Averkin – Far Cry 5: Bar Scene. [online] Andrewaverkin.com.

https://andrewaverkin.com/projects/mGbny

Renders from the Mary May cinematic (Far cry 5)

“During the process of creation this scene, I decided to use day lighting in order to easily make bunch of tests and to see how everything – objects, lighting, small details and materials will react on each other and work together.”

“At the end, Blur team made big magic at look development stage and made beautiful night lighting which you can see in final cinematic.”

Renders before Blur team.

Andrew averkin cam 19
Andrew averkin cam 28
Andrew averkin cam 40

FINAL CINEMATIC (2017)

Far Cry 5: Official The Resistance: Mary May Trailer | Ubisoft [NA]

However Far Cry 5 is built on the same engine behind the last few of its previous games, the Dunia engine.

Photo-realistic games built on Unity engine.

Escape from tarkov, build on unity 5

Image result for ultra settings escape from tarkov image download

PLATFORM

PC/MAC

TASK 2:Comparing Primary and Secondary research sources — 2019

TASK 2:Comparing Primary and Secondary research sources


Primary research: Sound in TV – Netflix series Narcos

When completing task 2 for unit 5 I used mainly used primary research as my main research outlet, this was because I was able to use my own knowledge in order to explain how sound had been used in the cinematic introductory credits for the Netflix series. Because ive watched the series I had a clear understanding of why the song was requested to be especially created for the shows intro and how it captures the character(s) lifestyle. Therefore I had no need for secondary research for this specific part of my work. 

Secondary research: Beginners guide to sound

Whilst researching task 1 for unit 5 i researched most of the terms I wasn’t aware of and or to make sure my own understandings of the terms were correct. So I knew that secondary research was the right research avenue to go down. My information was taken from various sites, although I mainly used Google Scholar however, this is because Google Scholar only shows peer-reviewed articles so I know that the information from those websites was credible and also reliable. 

Primary research is useful, as it is information without delay from the consumer, that’s normally greater credible than information discovered on a website. Primary research involves having customers answer questionnaires/surveys so that researchers gain information and statistics, this will then expand further into improving marketing and the product if the questionnaires/surveys imply so.

However, secondary research isn’t exactly useless, secondary research gives the ability to view past data and compare more recent data, this is important for a researcher because they can begin to determine data trends such as what is popular now and what has fallen in popularity.

Whilst completing my prior tasks i used both forms of research, primary and secondary aided my responses, ranging from information I got online and some of my own knowledge on the subjects. 

Recording Schedule — 2019
Initial Sound Ideas —
TASK 3: — 2019

TASK 3:

Synopsis for sound:

I want the sounds in my game environment to be immersive because of the genre of game i’m hoping to achieve. The post apocalyptic settings means that i wont be requiring any narrative/ voice to set a scene as the sound track for the environment will be similar to the music in rust along with wind, rustling the buzzing of an old light .But its all subject to change.

Audience profile: Action-adventure survival fans. Mature focus group, most likely male (16-35).

Risk assessments:

Hazard: Electric shock. Anyone handling faulty electrical equipment. All electrical equipment must have up to date PAT labels. Any faulty equipment must then be reported back to the sound equipment supervisor(s).

Hazard: Slip, trips and falls. Anyone, mainly people who are not used to working around recording equipment. Therefore those working will be expected to make sure that cables are not causing potential trip hazards. All cables should be grouped and positioned away from where the crew are standing, or on walls where possible.

Hazard: Objects falling, moving or flying. Anyone working in the area. Ensuring no equipment which is at a raised level is being balanced and or any microphones or cables which are attached to stands are secured properly in intended holders.

Legal and ethical requirements:

In the United Kingdom, a number of laws place specific limits on what sounds you can get away with making, and where and what you can record. So when recording it is important to take into consider the ethical guidelines which fall into place. For example when recording the sounds of urban environments in particular its not uncommon to run into problems similar to photographers, with overzealous officials and others claiming that recording in such-and-such place is illegal, that it infringes someone’s human rights, and so on.

TASK 1: Comparing A Range Of Research Tools Methods And Skills — 2019

TASK 1: Comparing A Range Of Research Tools Methods And Skills


What media tools are available for research?

Keyword tools, question-and-answer sites, open discussion forums and back link analyzers, are tools designed to help with market research.

Google AdWords: Keyword Tool

This tool shows which keywords are searched more than others based on broad, exact or phrase match volumes. This tool allows you to also view local or global data, which is essential for location-based organisations. Additional data includes local search trends and location and languages for international research. This tool useful for the optimization part of any content marketing campaign.

Quora: Question and Answer Tool

The questions and answers on Quora are reviewed, edited, flagged (useful or not) and organized by users.The site makes a great resource for finding out what type of content could be useful to customers by learning what industry questions are frequently asked.

What technological tools are available for research? 

Online surveys:

Much faster than traditional research gathering,as information is being gathered automatically, there is then no paper questionnaires to come back making response time almost instant.The results of the online survey are ready to be analysed at any time. 

Different research methods

Quantitative research:

ADVANTAGES:

Data collection occurs rapidly with quantitative research. Quantitative research involves surveys, experiments, and real-time data gathering, there are few delays in the collection of data.

Quantitative research uses a randomized process to collect research information, this then prevents any bias from entering the data. This data can then be applied to the rest of the group which is being researched.

DISADVANTAGES:

You cannot follow-up on any answers in quantitative research.

Quantitative research is limited as you cannot go back to participants after they’ve filled out a survey if there are more questions to ask or follow up points. Therefore there is less data points to examine when compared to other methods.

You cannot determine if answers are true or not. There are no face-to-face contacts with this method, which means interviewers or researchers are unable to gauge the truthfulness or authenticity of results.

Qualitative Research

ADVANTAGES:

Qualitative research provides more content for creatives and marketing teams. By going through the qualitative research approach, it becomes possible to congregate authentic ideas that can be used for marketing. It allows for stronger targeting towards a specific group.

Subject materials can be evaluated with greater detail.Qualitative research  centers less around the measurements of data that is being collected and more on what can be found in that information. Because of this the data has an enhanced level of detail to it, which can provide more opportunities.

DISADVANTAGES:

Mining data gathered by qualitative research can be time consuming. A key point is that it’s also a subjective effort because what one researcher feels is important may not be pulled out by another researcher. Making the time consuming effort even longer if groups disagree on opinions.

Qualitative research is not statistically representative.It is a perspective-based method of research only, which means the responses given are not measured.

Skills needed to conduct good research

  • Report writing
  • Data collection
  • Analysis of information from different sources
  • Finding information off the internet
  • Critical thinking
  • Planning and scheduling
  • Interviewing
  • Critical analysis

TASK 2: Use Of Sound In A Range Of Existing Products. — 2019

TASK 2: Use Of Sound In A Range Of Existing Products.

Sound in games:

Sound is important in video games for many reasons, one of which is that it evokes certain moods which the developers want the players to feel while playing their game. For instance in racing games often before a race begins fast paced electronic is music played because it gets the player in the mood to race, without this genre of music the player may feel less enthusiastic in playing the race and become uninterested in whats about to happen on screen.

However some players might prefer the ambient sounds of the car, having realistic sounds of car engines, exhausts, gear changes etc. Instead of racing games like Mario kart which lack this realism due to its style and target audience.

Comparison between car sounds in Forza Horizon 4.

Another use for sound is for action. Bad sound design in competitive games is highly impactful towards gameplay and its competitiveness , in a lot of these games sound is used to indicate many things, such as; player positions through their footsteps, doors opening, windows breaking etc, sound also indicates when a player is dead, injured or hit.

Sound in horror games is vital to a games success. For example Dead Space won many awards for its soundtrack because it created atmosphere just by using sound alone to build suspense. E.g. When you’re walking through the linear levels there won’t be any sound apart from the odd rumble or clank from the ship which makes you feel on edge, fully immersing the player. Most soundtracks are mainly instrumentals as developers feel that songs with any vocals may distract the player. Video game graphics have become more realistic over the years making them a lot similar to movies where they would also use sound for the same purposes as games.

Sound in TV: Netflix series Narcos.

Netflix series, Narcos intro song “Tuyo” goes deeper than your average introductory credits. Rodrigo Amarante composed “Tuyo” specifically for the series therefore the song captures everything the series is about. Narcos opening-credits sequence draws you in with galloping zebras, areal plane shots, and flashy images of the kingpins lifestyle. But its most compelling aspect is “Tuyo,” the smooth tango that plays over the montage. The melody of an acoustic guitar in Amarante’s song contrasts with the fact that Narcos is the story of Pablo Escobar, a Colombian drug lord and narcoterrorist, yet initially the song comes across as a romanic serenade, but its not until you pay close attention to the lyrics that you understand how narcissistic the songs really is.

Game Trailer : Battlefield 1.

The song heard in battlefield 1s reveal trailer is -Seven Nation Army produced by The White Stripes, the song consists of distorted vocals, a simple drumbeat, and a bass-like riff which Jack White created. The heavy bass heard in this Glitch Mob Remix combined with the brutal cinematics on screen is largely responsible for the trailers success as it shows the audience the gritty reality of warfare and the consequences brought with it whilst displaying what the game will consist of. This reveal trailer has been recorded as the most liked trailer to date (not just in the gaming industry).

Task 1: Beginners Guide To Sound —

Task 1: Beginners Guide To Sound

Studio sound recording:

A specialized facility for sound recording, mixing and audio production of instrumental or vocal musical performances, spoken words and or other sounds. These facilities range in size from a small in-home studio to project studios (large enough to record a full orchestra). These spaces are designed by an audio engineer to achieve optimum acoustic properties. The sounds are recorded in a controlled environment.  

https://en.wikipedia.org/wiki/Recording_studio

Dead Room + Live Room

A dead room is free and clear of ambient noise, such as wind, the room is heavily padded out, making it soak up any sounds made in the room (so as not to hear an echo)

Why and How to Make a Live/Dead Room for Recording

A live room is similar to a dead room however a live room has a longer reverberation time, whereas in a dead room there is a short reverberation time, live and dead rooms are complete opposites to one another.

Location sound recording:

When a recording crew record the sound from a real life sample, for example recording the sounds of the lions in a zoo rather than digitally creating a sound effect of the lions. The recorded production sound track is later combined with other elements; effects, music, narration, foley or re-recorded dialog.

Ambient sound:

Ambient sounds are the background noises that are present at any given location. Rain, traffic, birds, muffled voices, air-conditioning units, and the sound of a distant train are all examples of ambient sounds. 

Sound effects:

An artificially produced sound, reproduced from a recording to create a theatrical effect, such as the simulation of a horse’s gallop created from two halves of a hollow coconut shell being clashed together. 

Foley & the role of the Foley artist:

A Foley artist creates audio effects for a film by using physical props. A Foley artist is responsible for very specific sounds. A Foley artist does not create audio for standard special effects, such as explosions or background noise from cars, instead the Foley artist deals with recreating the finer details that require a high precision. For example the rustle of a jacket as someone sits in a chair. This is because on set recording does not capture every nuance of a movements audio, similarly if two actors have a sword fight it might look real, but the clear ringing of steel when the fake swords clash will not be present. The Foley artists job is to match the ring of steel to each sword clash. Without a Foley artists work a film seems unreal and cheaply made.

https://www.chegg.com/career-center/explore/foley-artist

Music:

Vocal or instrumental sounds (or both combined) in such a way as to produce a form a media. Music can add the  full range of human emotions from sad, nostalgic, tense, happy, relaxed, calm, and joyous.

https://en.wikipedia.org/wiki/Production_sound_mixer

 Dialogue: 

Dialogue serves several purposes. It can advance the plot, reveal a character’s thoughts or feelings, or show how characters react in the moment. Whether it’s done by narration in documentary or  drama dialogue as onscreen talk delivered by characters as part of dramatic storytelling in a series or film. 

Diegetic and non diegetic sound:  

Diegetic sound is a noise which has a source on-screen. They are noises which have not been edited in, for example dialogue between characters or footsteps.

Non diegetic sound is a noise which does not have a source on-screen, they have been added in. For example music, voiceover, sound effects. Non diegetic sounds are often used to add drama to moments which would be silent without it. For example a narrator’s commentary over a nature documentary.  

https://www.mytutor.co.uk/answers/1621/GCSE/Media-Studies/What-is-the-difference-between-Diegetic-and-Non-diegetic-sound/

Sound bridge:  

A type of sound editing that occurs when sound carries over a visual transition in a film. This type of editing provides a common transition in the editing style because of the way in which it connects the mood, as suggested by the music, throughout multiple scenes.

Leitmotif:  

A recurring musical idea (a melody, chord sequence, rhythm or a combination of these) which is associated with a particular idea, character or place. Leitmotifs are manipulated to match the action and mood of a scene. A well known example of leitmotif was used in jaws, the two notes played signify something threatening and getting closer and closer.

Microphones and equipment for recording sound:  

Shotgun Mics:

Good for several things on a production set. They get their name from the way they record sound. You point the mic at what you want to capture and it not only gets this sound, but it grabs surrounding sound. They are also used for capturing foley sounds.

Lav Mics:

The standard mic for capturing dialogue. These mics capture incredible audio when conducting an interview for television, documentary film, or industrial video. Lavs come in a wired version and a wireless version.

Video mics:

These particular mics aren’t really for capturing the final audio for a production. They connect straight to the camera in order to capture scratch-track audio that will allow your editor to easily sync the video and high-end sound together in post.

DAW – Digital Audio Workstation: 

A DAW is an electronic device or application software used for recording, editing and producing audio files. The most basic DAW programme would be Garageband which is simplified.

https://en.wikipedia.org › wiki › Digital_audio_workstation

Types of audio:  

Uncompressed audio formats: 

Uncompressed audio consists of real sound waves that have been captured and converted to digital format without any further processing. As a result, uncompressed audio files tend to be the most accurate but take up a lot of disk space.

Audio File Format: PCM 

PCM stands for Pulse-Code Modulation, a digital representation of raw analog audio signals. Analog sounds exist as waveforms, and in order to convert a waveform into digital bits, the sound must be sampled and recorded at certain intervals PCM is the most common audio format used in CDs and DVDs.

Audio File Format: WAV

Most WAV files contain uncompressed audio in PCM format. The WAV file is just a wrapper for the PCM encoding, making it more suitable for use on Windows systems.

Audio File Format: AIFF

AIFF stands for Audio Interchange File Format. AIFF is a format that was developed by Apple for Mac systems. However, Windows systems can usually open AIFF files without any issues.

Audio File Format: MP3

MP3 stands for MPEG-1 Audio Layer 3. It is arguably the most popular audio format in the world for music files.Nearly every digital device in the world with audio playback can read and play MP3 files.PCs, Macs, Androids, iPhones, Smart TVs ,etc.

Audio copyright:  

Copyright is a law which gives the owner of a piece of work ( for example a song) the right to say how others can use it, whether it be through a remix of the song or to sample audio from it. With copyright a work can only be copied if the owner gives permission.

Click to access circ56.pdf

A recent example of copyright being breached involves the artist Juice WRLD being sued by a now-defunct rock band, they claimed that the rapper copied elements of their 2006 song “Holly Wood Died” which was used for the rapper’s blockbuster 2018 single without permission.Juice WRLD was sued by the band Yellowcard for $15 million.

https://www.hot97.com/news/hot-97-now/damn-juice-wrld-being-sued-15-million-dollars-copyright-infringement

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