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	<title>nevin sound &#187; QA</title>
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	<description>audio design for interactive media</description>
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		<title>Game Audio: The Blindfold Test</title>
		<link>http://nevinsound.com/2008/01/23/game-audio-the-blindfold-test/</link>
		<comments>http://nevinsound.com/2008/01/23/game-audio-the-blindfold-test/#comments</comments>
		<pubDate>Wed, 23 Jan 2008 09:30:44 +0000</pubDate>
		<dc:creator>nevinsound</dc:creator>
				<category><![CDATA[Audio Implementation]]></category>
		<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Inspirations]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[SFX]]></category>
		<category><![CDATA[Theory]]></category>
		<category><![CDATA[Alexander Brandon]]></category>
		<category><![CDATA[audio categories]]></category>
		<category><![CDATA[audio design]]></category>
		<category><![CDATA[audio design testplans]]></category>
		<category><![CDATA[audio test]]></category>
		<category><![CDATA[audio test procedures]]></category>
		<category><![CDATA[audio testing]]></category>
		<category><![CDATA[audio testing methods]]></category>
		<category><![CDATA[blindfold testing]]></category>
		<category><![CDATA[games audio testing]]></category>
		<category><![CDATA[interactive audio]]></category>
		<category><![CDATA[Music scoring]]></category>
		<category><![CDATA[QA]]></category>
		<category><![CDATA[sound design]]></category>

		<guid isPermaLink="false">http://nevinsound.com/game-audio/game-audio-the-blindfold-test/</guid>
		<description><![CDATA[In my previous post I discussed the importance of setting up thorough test procedures for audio testing. BUT the challenge of interactive audio design is how well the music design enhances the drama perceived by game player.
Although computer games is a visual media &#8211; it might be necessary to perform an audio test without visuals [...]]]></description>
			<content:encoded><![CDATA[<p>In my previous post I discussed the importance of setting up thorough test procedures for audio testing. BUT the challenge of interactive audio design is how well the music design enhances the drama perceived by game player.</p>
<p>Although computer games is a visual media &#8211; it might be necessary to perform an audio test <em>without </em>visuals when considering the actual <strong>music design</strong>. Some of the most important aspects of music design are:</p>
<ul>
<li><em>How well the music themes enhance the drama perceived by player</em></li>
<li><em>Whether more variations &#8211; </em><em>or even silence &#8211; would be needed</em></li>
<li><em>How the dynamic levels are compared to sound design and dialog</em></li>
</ul>
<p>My idea for audio testing the relationship between music, sound design and dialogue is the<em> <strong>blindfold test</strong></em>.</p>
<p>The blindfold test would require two games testers &#8211; QA1 and QA2:</p>
<p><strong>Part 1: </strong></p>
<ul>
<li>QA1 is blindfolded and wearing headphones connected to the console, where game play is going to be performed</li>
<li>QA2 plays through a level &#8211; <em>music and sound effects are turned on</em></li>
<li> QA1 listens to the game play QA2 is performing.</li>
</ul>
<p><em>This procedure can be used to find out how well the musical context and sound effects correspond to the gaming experience &#8211; meaning the players experience of drama, emotion and &#8216;inner visual&#8217; experience.</em></p>
<p><strong>Part 2:  </strong></p>
<ul>
<li>QA1 plays the same level <em>without</em> blindfold and headphones &#8211; <em>music and sound effects are turned off</em></li>
<li>QA1 plays the same level <em>without</em> blindfold but <em>with</em> headphones &#8211; <em>music and sound effects are turned on</em></li>
</ul>
<p><strong>Part 3:  </strong></p>
<ul>
<li>QA1 makes a comparison of all 3 tests.</li>
</ul>
<p><em>Comparing the 3 tests would be a way to find out how well the musical context and sound effects correspond to the graphic context.</em></p>
<p>The blindfold test can not stand alone as a method to test the music design, but can be used as a support to the audio testing procedures*. Developing and optimizing test procedures is one of the important steps towards better audio design in future game development.</p>
<p><em>*See post &#8216;Game Audio: Audio Testing&#8217;</em></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Game Audio: Audio Testing</title>
		<link>http://nevinsound.com/2008/01/21/game-audio-audio-testing/</link>
		<comments>http://nevinsound.com/2008/01/21/game-audio-audio-testing/#comments</comments>
		<pubDate>Mon, 21 Jan 2008 13:30:35 +0000</pubDate>
		<dc:creator>nevinsound</dc:creator>
				<category><![CDATA[Audio Design Documents]]></category>
		<category><![CDATA[Audio Implementation]]></category>
		<category><![CDATA[Audio Software & Hardware]]></category>
		<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Inspirations]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[SFX]]></category>
		<category><![CDATA[Theory]]></category>
		<category><![CDATA[Alexander Brandon]]></category>
		<category><![CDATA[audio categories]]></category>
		<category><![CDATA[audio design]]></category>
		<category><![CDATA[audio design testplans]]></category>
		<category><![CDATA[audio test]]></category>
		<category><![CDATA[audio test procedures]]></category>
		<category><![CDATA[audio testing]]></category>
		<category><![CDATA[audio testing methods]]></category>
		<category><![CDATA[blindfold testing]]></category>
		<category><![CDATA[games audio testing]]></category>
		<category><![CDATA[interactive audio]]></category>
		<category><![CDATA[Music scoring]]></category>
		<category><![CDATA[QA]]></category>
		<category><![CDATA[sound design]]></category>

		<guid isPermaLink="false">http://nevinsound.com/game-audio/game-audio-audio-testing/</guid>
		<description><![CDATA[Audio can be a very abstract world to describe in words. A games tester once told me &#8211; that he could not always describe what was happening in the &#8216;aural environments&#8217; of the games he was testing. When he found a bug he could hear that something was wrong, but found it difficult to describe [...]]]></description>
			<content:encoded><![CDATA[<p>Audio can be a very abstract world to describe in words. A games tester once told me &#8211; that he could not always describe what was happening in the &#8216;aural environments&#8217; of the games he was testing. When he found a bug he could hear that something was wrong, but found it difficult to describe in words.</p>
<p>I believe it is important to make focused testing on audio design and audio implementation. Games testers with a keen interest and &#8216;ear&#8217; for audio and music should focus on how well the musical context and sound design work in game.</p>
<p>There are many questions to consider when testing audio design. Apart from testing on many different hardwares and systems &#8211; it is important to prepare a thorough testprocedure for the actual in-game audio.</p>
<p>In my experience the testprocedure can roughly be divided into 5 categories for each scene and level:</p>
<ol>
<li><em>Music</em></li>
<li><em>Sound Design<br />
</em></li>
<li><em>Ambience<br />
</em></li>
<li><em>Dialogue<br />
</em></li>
<li><em>S</em><em>ystem performance</em></li>
</ol>
<p>The above categories 1-4 are then extended with subcategories &#8211; examples of subcategories are:</p>
<ul>
<li><em>Characters</em></li>
<li><em>Enemies</em></li>
<li><em>UI sounds</em></li>
<li><em>Feedback sounds<br />
</em></li>
<li><em>HUD sounds<br />
</em></li>
<li><em>Collision sounds for each character, enemy and etc</em></li>
<li><em>Interactive objects</em></li>
<li><em>Idle sounds for each character, enemy and etc</em></li>
<li><em>Gadgets</em></li>
<li><em>Weapons<br />
</em></li>
</ul>
<p>For each sound effect, music  theme, ambience and dialogue &#8211; the following parameters need to be tested:</p>
<ul>
<li><em>Volume</em></li>
<li><em>Execution</em></li>
<li><em>Position</em></li>
<li><em>Timing</em></li>
<li><em>Variations</em></li>
</ul>
<p>As a games tester it is important to listen for problems like: delay, distortion, noise, phase, compression problems, clipping, echo, missing sounds, dynamics and latency.</p>
<p>S<em>ystem performance</em>, which is mentioned above as category 5, requires a different setup of testprocedures, which will need a seperate discussion. BUT some of the questions that are important having in mind, in general regarding audio testing of hardware, are according to Alexander Brandon*:</p>
<ul>
<li><strong>CPU performance:</strong>
<ul>
<li><em>Too many audio files playing simultaneously?<br />
</em></li>
<li><em>Sluggish performance?<br />
</em></li>
<li><em>Need to find a more reliable audio file format?<br />
</em></li>
<li><em>Optimisation of code?</em></li>
</ul>
</li>
</ul>
<ul>
<li><strong>Limits testing &#8211; finding the limits of audio design and system:</strong>
<ul>
<li><em>How many audio files can be played at the same time?</em></li>
<li><em>What if the same audio file is played by multiple sources simultaneously?</em></li>
<li><em>What if audio is turned off and on again?</em></li>
</ul>
</li>
</ul>
<ul>
<li><strong>Relevancy:</strong>
<ul>
<li><em>Which areas are important to focus on from a programming point of view?</em></li>
<li><em>Will the coding make an aesthetic difference for game play?<br />
</em></li>
<li><em>Will the coding make a qualitative difference for game play?</em></li>
</ul>
</li>
</ul>
<p>The above categories and subcategories can be extended, depending on the project and technology used in development.</p>
<p>The testprocedures above cover most areas of audio design, but they are tested <em>with</em> visuals. A different approach will be needed to test the actual <strong>music design</strong> &#8211; meaning the relationship between music, sound design and dialogue. A solution to testing the music design is the <em>blindfold testing</em>, which will be covered in my next post.</p>
<p>Audio testing is an area that  definitely needs to be taken seriously when improving interactive audio design and audio quality in games. The development team should hear to the &#8216;noise&#8217; in the QA Department!</p>
<p><em>My next post will be on the <strong>blindfold test</strong> &#8211; a procedure to test the relationship between music, sound design and dialogue.</em></p>
<p>*<em>See posts &#8216;Game Audio: Interactive Audio Design&#8217; &amp; &#8216;Game Audio: Improving Interactive Audio In Games&#8217;</em></p>
]]></content:encoded>
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