Designing Sound



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Andy Farnell, Designing Sound (2010)

Ideas
Script
Brainstorming
Initial product plan
Initiation and termination conditions
States and Transitions
Behaviour
Object lists
Keyframes/key scenes
Instigating actors
Outcomes
Event lists
Formal specification document
Revisions
Research
Feedback, negotiatio
n
Further brainstorming
Initial requirements spec
Producer/director
Set designers
Level designers
product specialists
Engine, media
Animators
CGI
Script writers
Voice talent, actors
Effects crew
Modellers
Object coders
Props dept
Requirements analysis
Scenarios
Figure 16.2
The process of developing a sound requirements specification.
Consensus of Vision
At this stage there will be a lot of revisions, negotiations, and discussions, so
don’t get attached to any particular ideas too early. What you are hoping to get
into the requirements specification document is a list of all objects and their
uses, key scenes, and aesthetic guidance about characterisations. For example,


16.3 Requirements Analysis Process
249
when a jet plane passes overhead in a scene description, you want to know:
What is its speed? Is it in frame? What altitude? What kind of jet is it, a pas-
senger jet or a fighter jet? How long does it take to pass? For a game, you need
to know much more about possible behaviours. Can the player fly it, requiring
in-cockpit sounds? If it gets shot down, is there an engine failure sound? What
are the different positions it can be observed from? Only in the distance, or
close up on the runway? And the list goes on . . . in fact there may be hundreds
of items to deal with for each object, and there may be hundreds of objects.
Meanwhile, all the other team members will be working on their own scenes
and objects, trying to reach a coherent consensus. Anticipate variations and
extensions, and try to fill any gaps as you go.

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