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Spill occurs when sound is detected by a microphone not intended to pick it up (for example, the vocals being detected by the microphone for the guitar). [3] Spill is often undesirable in popular music recording, [4] as the combined signals during the mix process can cause phase cancellation and may cause difficulty in processing individual tracks. [2]
Video games that use a microphone or headset as a control system. This might be with a plug-in device, such as the PlayStation 2 Headset, or with system with a built-in microphone such as the Nintendo DS.
Just Sing is divided into "Party" and "Battle" modes; Party mode allows players to record lip sync music videos, while Battle is a competitive mode. The game supports the use of a companion mobile app for Android and iOS smartphones, which utilizes the device's internal microphone and camera in-game (as opposed to a wired USB microphone).
The book appears on multiple lists of recommended resources for game music professionals, including a list published by the Video Game Music Academy, [16] a list of recommended reading from the makers of the film, Beep: A Documentary History of Video Game Music & Sound, [17] and a Best Video Game Audio Books list by Brian L. Schmidt, president ...
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Video game music (VGM) is the soundtrack that accompanies video games. Early video game music was once limited to sounds of early sound chips, such as programmable sound generators (PSG) or FM synthesis chips. These limitations have led to the style of music known as chiptune, which became the sound of the first video games.
Situational circumstances: Sometimes a microphone should not be visible, or having a microphone nearby is not appropriate. In scenes for a movie the microphone may be held above, out of the picture frame. Processing: If the signal is destined to be heavily processed, or mixed down, a different type of input may be required.
Recording. The analog signal is transmitted from the input device to an analog-to-digital converter (ADC).; The ADC converts this signal by repeatedly measuring the momentary level of the analog (audio) wave and then assigning a binary number with a given quantity of bits (word length) to each measurement point.