by Xan » Thu Sep 17, 2009 7:52 am
George's answer covers it all really (and is much more succinct than mine, below).
For my part I'll say that we don't really outsource, except for speech. Basically I 'deliver' stuff I make in the way I know we'll use it.
But if I sit back and examine the process, I can perhaps elaborate about the initial phases. The following might be useful information to give a person making the files on my behalf:
We render/bounce/mix/bake audio files out at a fairly high rate, 44.1K minimum. It's later that the programs we use to build the game resample the file (down-grade the sample rate to recoup memory). We prefer Wave files, usually PCM but other flavors are fine; BWAV, etc. I've worked with another company's tools before and they exclusively used AIFFs. There's no real difference, just somebody's personal preference.
Certain things about the way the sound effect is composed are important.
Space taken up in memory is always an issue so we'd prefer nice, tight audio. Long tail ends of sounds that are almost inaudible, 'white space' as seen in a wave editor, can be trimmed off. If I'm working on large sets of files (like speech or collections of physics sounds) I like to use an auto-trim/crop plugin to do this.
This next bit might be harder for a freelancer to factor as it requires a bit of foresight into how a sound might be used and it's perceived importance in a soundtrack. Basically, because we might end up downgrading the sample rate of a file for playback in game, I try to compose the sound so that it will sound (almost) identical when played back at this lower rate. Cloth movement foley (especially for Non-player characters) probably won't be important so it will go in at a lower sample rate. Therefore it'd be daft to use lots of high frequency content - or even make that content the important part of the sound - because it will get naturally 'filtered out' during the resampling process.
...yeah like George said. lots of stuff could be written here. But that's the end of my lunch break. Sorry if some of that seems basic, patronizing, I'm not sure where you're coming from exactly.
Also, do you get what I mean about resampling? That was all a bit rushed so let me know and I can explain more about how and why we do it, and in what instances we do it (for example that's sort of old hat, we don't need to resample nearly so often on the next-gen platforms, only on the Wii).