noise or unwanted sounds that occur between the use-
ful material.
Noise gate is a version of expander with ratio pa-
rameter set to 1: ∞. Then, no input signal, which falls
below the level set by parameter threshold, cannot be
passed to the output. Thus, the phonic circuit closes.
The main goal is to get rid of unwanted sounds, such
as glitches, breaks or noises which are heard in the
intervals between the wanted sound. In addition to
the gate parameters such as threshold, response time
(time from the moment of crossing the threshold to
gate opening), the recovery time (time from signal
drop below the threshold to closing the gate). One
can also adjust the hold time, which is responsible for
the opening of the signal processor after falling below
a preset threshold.
This processor is better than the standard denoiser
built-in the most of audio editing programs, because
it does not degrade the signal, and “cut” only the un-
necessary parts. If noise interferes with audio during
the useful sound, the gate is useless.
2.4 Summarisation
All of these dynamics processors not only attenuate,
suppress or do not pass the signal, but also signifi-
cantly affect its sound. With their help, entirely new
sounds can be created, sounding very different from
those played back immediately after recording. This
is not always a desirable effect, but usually the cor-
rectly configured processor improves and enhances
the sounds from the recording material.
Dynamic processors can operate not only across
the whole band, but also in certain frequency sub-
bands. Band compressors divide the acoustic spec-
trum into areas in which all the parameters can be set
independently. Thus, each band is subjected to a dif-
ferent compression allowing more precise processing
of the dynamics.
Equalizer can be also useful to adjust the fre-
quency of acoustic signals. It can change the volume
for a specific frequency. It consists of band filters,
so that it is possible to amplify or to suppres of cer-
tain frequencies. Therefore, the timbre is changed.
Equalizer is used, among others in shaping the sound
recordings and correction of problematic frequencies.
Editing of the sound effectswas performed using a
digital audio workstation (DAW) developed by Stein-
berg - Cubase (Childs, 2007). It has a wide range of
tools for recording and editing, mixing and mastering.
Depending on the type of the edited signal, dif-
ferent signal processors were used and different fre-
quency corrections. It was possible to set the dynam-
ics in order to get rid of much of the reverb, which
is especially disturbing in impulse sounds. More
difficult to edit were the continuous sounds, due to
less possibility of interference in the recorded sam-
ple. Both graphic equalizers and parametric ones
were used to obtain the desired effect.
Short duration paths were modified to allow to
loop the sounds for the continuous playback of one
track without noticeable discontinuity between the
end and the beginning. It was necessary to extract
additional fragments, where the sound was quite con-
stant. If there would have been too many changes or
pulses that stand out, the soundtrack would be some-
what rhythmic and predictable. Then the loop would
have a noticeable effect, which we wanted to avoid.
In the last stage normalisation has been made by
finding the samples with the highest peak and setting
the level of the track, so that the highest value reached
almost 0 dBFS. Thesignal should notcross it, because
then, there would be a digital clipping. This is why
a limiter was plugged at the output of the circuit to
protect from the distortion.
There is no clear existing standard, which would
inform what level of the effective value of the output
path should have a sound effect for a computer game.
The RMS value depends mainly on the scale of us-
ing dynamics procesors during mastering, in particu-
lar – the compressor. The smaller the difference in the
level of quiet and noisy signals, the greater becomes
the effective value of the signal. For music, these val-
ues permanently grow (Owsinski, 2006). After 2000,
they reached -10 dBFS, and for some songs even -5
dBFS, especially in popular music. For classical mu-
sic, where the dynamics of the song is a very impor-
tant element, the effective value is approximately -30
to -20 dBFS. In this case the dynamics is not as flat
as in typical entertainment music. We decided that
the RMS for our sound effects will oscillate in similar
limits as is the case of classical music.
3 COLLECTION OF SOUND
EFFECTS FOR GAMES
The samples were stored in a collection of 305 sound
effects, which are 45 minutes from paths which to-
gether lasted 3 h 10 min. Overall, post-production
of sound effects for the collection lasted about 70
hours not including the process of recording samples,
which lasted several days. One of the major obsta-
cles was tiring of hearing, therefore, quite frequent
breaks were necessary. After a two-hour work of lis-
tening to the sound effects, the perception is worse,
so one can not properly perform the tasks assumed.
The collection is just the preeliminary one to establish
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