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Video game development
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==== Audio production ==== {{Further|Video game music}} Game audio may be separated into three categories—sound effects, music, and voice-over.{{sfn|Bethke|2003|p=49}} Sound effect production is the production of sounds by either tweaking a sample to a desired effect or replicating it with real objects.{{sfn|Bethke|2003|p=49}} Sound effects include UI sound design, which effectively conveys information both for visible UI elements and as an auditory display. It provides sonic feedback for in-game interfaces, as well as contributing to the overall game aesthetic.<ref>{{cite web|url= https://www.asoundeffect.com/sci-fi-ui-sound-effects/ |title=How To Design Superb Sci-Fi UI Sound Effects|date=22 March 2017 |access-date=January 6, 2022|archive-date=March 15, 2021|archive-url=https://web.archive.org/web/20210315164614/https://www.asoundeffect.com/sci-fi-ui-sound-effects/|url-status=live}}</ref> Sound effects are important and impact the game's delivery.{{sfn|Bethke|2003|p=363}} Music may be synthesized or performed live.{{sfn|Bethke|2003|p=50}} There are four main ways in which music is presented in a game. * Music may be ambient, especially for slow periods of game, where the music aims to reinforce the aesthetic mood and game setting.{{sfn|Bethke|2003|p=344}} * Music may be triggered by in-game events. For example, in such games as [[Pac-Man]] or [[Mario]], player picking up [[power-up]]s triggered respective musical scores.{{sfn|Bethke|2003|p=344}} * Action music, such as chase, battle or hunting sequences is fast-paced, hard-changing score.{{sfn|Bethke|2003|p=345}} * Menu music, similar to credits music, creates aural impact while relatively little action is taking place.{{sfn|Bethke|2003|p=345}} A game title with 20 hours of single-player gameplay may feature around 1 hour.{{sfn|Bethke|2003|p=345}}
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