Zoom H4n Handheld Digital Recorder
The Zoom recorder has an on-board X/Y stereo condenser mics are arranged with the right and left mics on the same axis. This set up ensures that the mics are always an equal distance from the sound source for perfect localization without phase shifting.
You can choose up to 24-bit/96-kHz linear PCM WAV files for audio resolution that surpasses CD quality.
The H4n uses compact SD or high-capacity SDHC memory cards of up to 32GB. The zoom recorder that features built-in combination XLR/Phone connectors with phantom voltage source capability.
The H4n uses compact SD or high-capacity SDHC memory cards of up to 32GB. The zoom recorder that features built-in combination XLR/Phone connectors with phantom voltage source capability.
Adobe Audition Interface.
hot keys
space bar - play/stop
left and right arrow keys - move the time point bar
O - selects the left half of the wave
I - selects the right half of the wave
J - plays the audio backwards
Space Bar - Play & Stop audio.
ADD NOTES
Unreal Development Kit - Audio
In UDK there is a cue editor this lets you basically min and alter sounds through a node based set-up, similar to the Material Editor or kismet. The Sue Editor is good for creating complex audio sounds for example blowing wind with a wolf howling every 30 seconds and a distant thunder clap every to seconds. This would be 3 different sounds mixed in this program to give the ambient sound in the level.
Sounds Wave Data VS Sound Cues
Sound Actors
There are 5 different systems
AmbientSound - The actor
There are 5 different systems
AmbientSound - The actor
Work Evidence
Evaluation
During the time of this project
I found that I had more problems importing the sound waves in to UDK and
putting them into my level than any other aspect. I found the program can be very
temperamental by not playing sounds that are imported and set up correctly, repeat
the sounds in multiple ways or even not play at all if you miss one simple step.
For example I set up my sound cue to play when a button is pressed in the
elevator, however the sound starts playing as soon as you stand on the platform,
even though there are no settings for this and auto play is turned off. If you
sand on the platform then step back off the sound stops playing and you can
listen to the sound as it was intended to be heard. This is extremely inconvenient
but I was unable to find a solution even with the help of my lecturer.
I also found that the UDK fade
out time settings at the end of a sound wave do not work as well as planned. However
I was able to overcome this problem by fading out the sound myself in adobe
audition using the fade in/out linear this made the fade off times very precise
and had a much better outcome then the UDK settings.
I am most pleased with the
outcome of my screaming sound effect. I asked a fellow student to be my voice
actor and had he scream into a mic that was plugged in to a Zoom recorder. I
then took that sound file into Audition. During the editing process I took out
some slip ups made by my peer. I also made the sound flat as if it was coming
from another room with thick walls.
I feel I succeed in my execution
of this.
I also managed to create some
creepy background music with a wind sound effect I got from sound dogs. I
rendered this sound un-necessary as I would not be using the wind sound effect
in my game. However when experimenting with the sound effects in UDK, I managed
to turn the wind sound into eerie background music I could use in my level. This tough my that experimentation is very important and that you can create something usable without intending to.
I had some trouble recreating
sounds that I wanted to import into my game, for example a fan. There was just
too much background noise and the air being pushed around picked up on
the microphone too much. So I decided it would
be best to download a sound from sound dogs and edited to what I
needed. This turned out better than I had expected, however I still would have
liked to of recorded the sound myself. In future I shall overcome this
problem by speaking to a specialist and working out a solution from
there. Although I had more sound recorded I hadn't added them to my UDK
file as I didn't do enough research on how to stop an atmospheric sound one it
had completed its loop. There for if I had added sounds to the top floor level
it would have been drowned out by the background sounds or the user would have
been able to tell what the sounds where for.
Original Files
Sound dog Download -
Sound dog download -
Zoom Recording -
Zoom Recording -
Zoom Recording -
Sound dog download -
Edited Files















No comments:
Post a Comment