Audio based problem

Skyrim is a vast open world game with many different activities and areas for exploration. Within the game there are many sounds, animal noises, spell casting sounds and simple mechanics such as talking and item shuffling. Also within the game there are different sounds of footsteps due to the different weather environment. But the footstep sound for walking through snow is delayed by the actual movement of the player.

This problem could have occurred through many different ways, there could have been a bug in the system that could have caused the malfunctioned.
Even a general time delay could have been the cause.

There are many solutions as well to solve this problem and bring back the immersion within the game. One solution would to go and record footstep sounds within snow and insert them into the game files. One problem with this is the fact that there could be background noise within the recording, such as animal sounds, wind and general white noise. To solve this problem you could also get the sounds through artificial noise, Using Foley will correct further sound problems because it is recorded in a sound proof environment. Another thing with this problem is that the sound is footsteps in snow, which is hard to get depending on where you are. So you could possibly crunch up a lot of paper and change the pitch to finalise the noise and closely resemble it to snow.

From a Players perspective you are limited on what you can do to sort out that problem, but there are a number of ways to achieve help, some include: Asking people on forums about the problem and see if anyone else is searching for a solution, or you could contact the producers directly through website or email.


The sound of crunching snow is very distinctive and its timbre is different to the sound of normal footsteps. This could have also caused a problem because the noise is so different the timings for the sound and the movement could generally be affected.


One solution to this would be to make the sound more subtle so that it fits the quieter sound of the general footsteps.   

Fallout 4 is vast open world game, which has many sounds, which include: Enemy sounds radiation noises, and general game noises like footstep sounds and talking. Also in the game there are many weapons which include firing and reloading sounds. One problem with the sniper is that some players have noticed that there is no reload sound with their weapons.

This could have occurred because there was a bug in the system or just a simple delay malfunction. Once again there are many ways to resolve a problem like this and fix the games problem. One solution to this would to record the sound of a sniper reloading and program it into the game. But one problem, with is actually getting the gun, which is not necessarily hard to do but you do need licenses, which the game producers already have if that was the way they originally got the sound. Another way would be to use Foley and create the sound through creative means, e.g. bang different metals together to recreate a similar sound. You could also use pitch to adjust that sound and make it more realistic. The problem with is that it is very hard to create the reload sound without an actual weapon to use, if the right instruments were used this could be achieved easily when done right.

The reload sound of a gun especially a sniper is very distinctive, so getting the right timbre with be challenging to achieve as well.

Once again from a Players perspective you are limited on what you can do to sort out that problem, but there are a number of ways to achieve help, some include: Asking people on forums about the problem and see if anyone else is searching for a solution, or you could contact the producers directly through website or email.

Both of these problems are quite similar but one involves simple mechanics and the other, a sound of an inanimate object. But as shown there are many ways to solve sound problems which involve similar solutions.

For movies and TV shows there could be a problem with the crew or just simple mistakes made while filming, this involves the use of re-filming a particular part or scene to finalise the visual entertainment. As well as in games, Foley is used a lot in filming because it allows the watcher to not only hear sounds better but to understand a scene more because it focuses on a noise which if just filmed will possibly include background noise.




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