Sound Proposal With Pre-Production

I will be making a trailer for the game Pokemon Red


The trailer will start looking at someone on a computer, they will be looking at a “webpage” that I will make on photoshop. They will be on a computer and then get up to leave. The tap on the keyboard should be distinctive and so should the chair as they stand up. They will then get up to leave and as the chair turns, it will reveal a Pokemon that was hidden there. The next shot will be the character going down a hallway and down the stairs. Their footsteps should be well heard as to emphasise the fact that he is the main character in this trailer. Once he is out of shot, two Pokemon will poke their heads around the door. He will then be walking down the stairs and towards a door. The stairs will squeak as there won’t be much happening in this scene. He will walk into a door and will stop right in front of a dragon Pokemon. The dragon will exhale heavily and smoke will come out of its nose. The sound of smoke coming out of its nose will sound like dry ice. After this it will cut to the motion graphic. An arrangement of the Pokemon theme will play over the motion graphics. At the end of the graphic will be a slamming sound as the trailer ends.


For the most part of the trailer I will be using sound effects that I will create. The sound is going to add more depth to the trailer an add more of an atmosphere. I would like the sound the enhance the live footage, I would like the audience to feel immersed.


For the most part I’m going to record my sounds myself and if theres any sounds I can’t get myself then I will have to use the Sony sound library. I am going to use a condenser microphone to record my sounds and will record it trough a digital analog interface into logic pro. This is where the sounds will be edited and added where appropriate.


I don’t foresee any ethical issues because I will be recording the sound effects myself. as no language is being used there wont be any discriminatory words or phrases used. There wont be any copyright issues as this is a college project and wont be released to make a profit.

Visual Design

My target audience is older teens and young adults, this is because they would have owned some of the original games. My trailer will be across between live action and animation.  I want it to feel as if the character is immersed with the animated characters from the Pokemon game. Sound will help me make the audience feel more immersed in the trailer itself. It can be compared to the original Pokemon red trailer. This trailer also mixed live action and animation together.

Technical Specification

I will be using an AKG C-1000 condenser microphone recording through an M-audio digital/analog interface. The software I will be using is logic. I will be recording the samples 16 bit resolution on an AIFF file with a sample rate of 44100 kHz. As it is an AIFF file it will be raw. I will be experimenting with the distance from the sounds I make to try and re-create a natural and realistic ambiance.


I a due to finish the project towards the end of April 2016. I hope to finish this project in the early days of May.


Sound Ideas. A mind map of different sounds I might need or will be using.

Sound Map. Showing which sounds I will be using and what kind of sounds they are.

Audio log. A log that shows which shots will have which sound effects.

Equipment Needed. This is a list of equipment that I will need.











Planning of 2D Animation Sequence

The game I will be making a trailer for is Pokemon Red, released early 1996. I chose this game because I know that Pokemon is enjoyed by lots of people. To be sure, I looked for the best selling video games and found that Pokemon Red is the second best selling game on the Game Boy. I feel that Pokemon is a good choice because they are still releasing new Pokemon games to this day, this proves that people still want to play Pokemon games.

To think of ideas I decided to look at the original trailer released for Pokemon Red.

The original Pokemon trailer.

This trailer was helpful because they have mixed 2D animation and live action shooting which is what we have to do. In this trailer the live action character communicates a lot with the 2D characters. In my trailer, for the most part my live action character wont communicate with the 2D characters.

Trailer Ideas

My first trailer ideas starts with someone on a sofa playing on a Nintendo. It will zoom onto their face and they will look up to see a small Pokemon in front of them. They will proceed to pick up the Pokemon and it will cut to the motion graphic.

old storyboard

I drew a simple storyboard for this idea. One of the biggest problems with this idea is that it would be too short. Our trailers have to be between thirty and sixty seconds long.

My Trailer Idea

My trailer will start in a bedroom, the live action character will be on the computer. He will be looking at a website on Pokemon merchandise. I will have to photoshop an image and make it look as if it is a website for the character to look at. After he looks at the website he will get up and leave. As he leaves the chair he was sitting in will slightly spin and will reveal a Pokemon sat next to the computer. The next scene will show him walking down the hallway and down the stairs. As he is walking past the door two Pokemon will appear out from the doorframe and look down the hall. He will walk down the stairs and into the lounge. When in the lounge he will stop and see the dragon type Pokemon names Charizard. It will slightly zoom onto his face and then cut to the motion graphics.

Main storyboard

This is my storyboard for my final trailer idea. The last two shots are the motion graphics that I will use in my trailer.After deciding on my trailer, I had to come up with character designs.

Animated Characters

There will be four different Pokemon in my trailer.

Bulbasaur, Charmander, Charizard and Squirtle

The first animated character you will see is Charmander hidden behind a chair.


The next Pokemon you will see is Bulbasaur and Squirtle. They will be looking away from the camera through a doorway. This will be easier than the charmander because I will only have to draw them from one angle.

The last character you are introduced to is Charizard. He was the first character I began working on. Pokemon is originally an 8-bit game so I started to design Charizard as an 8-Bit character.

After drawing it I made a cleaner version in Photoshop. The problem with having an 8-bit character is that it can be hard to draw it from different angles, so i decided against an 8-bit character.

I have decided to go more cel-shaded than pixel, this makes it a little bit easier for me to animate from different angles. There will be a face close up of Charizard so I will also have to have a good face close up.


The room which will be seen for the longest time will be the first room. The first room will be a bedroom. I would really like to integrate the world of Pokemon into my trailer. To do this I am going to make a poster and a fake webpage to appear in my trailer.

BG poster

The point that my trailer will try to put across is that you can immerse yourself in the Pokemon game world. I will have to photoshop both of these items to appear in the trailer.

Photoshop bg

I will make this look as if it is a fake website that the character is browsing.


My trailer will be within thirty and forty seconds long. My railer will try to convince people that you can be immersed in the Pokemon world by playing Pokemon Red. I will have to create my own soundtrack for the trailer, and will add effects that I will create. I have already begun testing for the motion graphic part of my trailer and have a good idea of the final design. I will begin filming of my trailer soon.

























Planning For Motion Graphics

In my trailer, the motion graphics sequence is going to appear at the end. I am making a trailer for the game Pokemon Red. My motion graphic sequence will be relatively easy and not too long. The first thing I did was make a brainstorm of all the things I could include.Mind map

I don’t think that I will have many issues while making my motion graphics sequence. The reason for this is because my motion graphics sequence isn’t going to be too complicated. Since I am making my trailer at home, I downloaded adobe suite, this means there is no chance of it getting corrupted or deleted by anyone.

After brainstorming, I decided to do some concept art for the Pokemon logo I would use. I started by drawing up the logo and scanning it in.

Screen Shot 2016-03-08 at 16.21.49

After scanning the Pokemon logo in I photoshopped it in three different colours.

pokemon logo change

The first one I did was in the original colours 0f the Pokemon logo. I like this because it’s very bright and easily recognisable.

pokemon logo r + y

For the second one I replaced the blue with red. I though this might look good because I am doing the game Pokemon red. I felt as if the yellow and red went well together but I decided to test the red with orange.

pokemon logo r + o

This one was my least favourite of the three. After making the three I have decided to use the blue one I made.

Motion Graphics Sequence Proposal.

It will start with sparks/stars flying past. Suddenly the Pokemon logo will zoom in from the distance. I will add motion blur as to make it look as if the logo is actually moving. It will zoom in slightly too far and then bounce back to a good position. Once the logo is in its finished position then I will make it shine/sparkle. This will be shown at the end of my trailer for Pokemon Red.

Screen Shot 2016-03-10 at 17.54.38

Storyboard of my motion graphics sequence.








Animation Report

Animation Before Film. One of the earliest animations before film is the thaumatrope. This was a small toy that was popular around the 19th century. The toy consists of a small disk that would have two pictures on either side (like a bird and a cage) and is attached to two pieces of string. Once the string is twisted between your fingers then the two images seem to merge into one.

The phenakistoscope was another early animation device created in 1831. It is a disk with images drawn evenly around the centre, small slits are cut into the disk slightly closer to the centre. the device would usually be placed in front of the mirror and spun. You would then look through the slots which will momentarily show an image as each slot passes.

Another wall mounted version was made which allowed people to use one without having to use a mirror.

The zoetrope operates almost the same as the phenakistoscope. Its a cylindrical device with a few frames of animation printed inside. The viewer looks through the slots and spins the device to see the images moving on the other side. The zoetrope has got many advantages over the basic phenakistoscope. More than one person could view the device due to the fact that its cylindrical, it also didn’t need a mirror to be viewed.

Flipbooks are one of the most basic was to show moving images. Frames of image are drawn on pieces of paper, once finished the pages of the book are flipped quickly to show as if the images are moving.

1900 – 1929 The Silent Era. In the early 20th century theatres began showing animated movies, especially in the United States and France.

One of the first completely animated films using stop- motion to create action was Humorous phases of funny faces.

Fantasmagorie is the first animated film using hand drawn animation. It is considered by film historians to be the first animated cartoon.

 Image from Fantasmagorie

Traditional Animation

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Traditional Animation (sometimes referred to as cel-animation). This is one of the older forms of animation. The animator draws every frame to create the animation sequence. All the drawings one after the other, gives the idea of movement. This animation completely consists of hand drawn frames. This is normal recorded in 12 frames per second (fps) and occasionally is sped up to 24 fps for faster scenes. This isn’t really used anymore as this style has become obsolete.

1995. This was the year that Toy Story was released and it was the first fully computer animated feature film. From here, lots of animated feature films have made box office hits.

Current Forms Of Animation

Flash animations have become more popular in the last decade. An increasing amount of people can make them due to the access of the technology. Flash is cheap and easy to use, so are other vector based animating programs. Unlike traditional animation, people can create rigs for characters then move the body parts individually, instead of drawing the character over and over. After effects allows you to create complex rigs for animations. All these flexibilities give beginners more options when approaching animations, especially if drawing isn’t their strong suit, unlike traditional animation where drawing skills were needed.

3D animation (also known as computer animation), this is currently the most common form of animation. 3D animation is more like moving puppets than it is drawing 3d pictures. Like flash animation, most programs will allow you to have a lot of control over the character and move body parts. A big difference between 3d and 2d animation is that the characters body parts are always present, which has to be taken into consideration while animating. When animating 2d, if the character is viewed from the side, then half of his body isn’t visible and therefore technically non existent.With 3d however, parts are always present which adds more work for the animator because they have to be aware of the whole body all the time.

Motion graphics are still a form of animation, however, motion graphics are not character or story driven, motion graphics is used to create moving text or graphic elements, motion graphics is usually used for promotional purposes. The skills to make morion graphics don’t necessarily need to be the same for the other types of animation. With motion graphics, you don’t need an understanding of body movement.

Stop motion combines live action film making principles with traditional character animation. Stop motion is done by taking a photo of an object, moving it just a little bit and taking another photo, this process is repeated several times. When all the photos are played back, they make the illusion of movement. This is a similar idea to traditional but it uses real life material  instead of drawing.

Different styles of stop motion.

Claymation. A popular form is claymation. This is working with clay characters that can be manipulated for animation. These clay characters are usually built upon a wire skeleton. This helps make it easier to animate.

Puppets. Some animators will use puppets for stop motion. Like claymation, puppets can be built around a wire skeleton, this makes them easier to use. The expression on the puppets faces can be easily changed to fit the emotion they may be trying to express.

Cut out. This uses cut outs of cardboard or different flat material placed upon a paper background. The animation is shot from above. There are lots of pieces to every character, that are all switched out and swapped while shooting.

Silhouette. Similar to cut out stop motion, silhouette follows the same principle however, all the shots are dark and they are all depicted as silhouettes. This is a very old form of stop motion that is very rarely used today.

Action figures. A few people use action figures in stop motion. Robot Chicken is famous for using action figures to make fun of pop culture. Some YouTubers use Lego in stop motion videos.

Pixelation. This is a form of stop motion that uses real people to create unreal scenes. It uses the method of taking photos and moving things around, the major difference is that the main subject in the video is usually an actual person.

Where animation can be used.

Advertisement. Lots of adverts show real life scenarios portrayed by animated scenes. Big companies will normally use lots of different animated scenes, sometimes the scenes don’t have much to do with the company. The reason for this is because it is much more interesting and it keeps the viewer watching, this in turn could help their sales. It is also much more expensive o hire actors and actresses.

Entertainment. The biggest use of animation is entertainment. Animation is used everywhere in entertainment, TV, phones and the internet. Animated entertainment is used a lot on kids programming. Animation can keep children occupied and entertained due to the bright colours and funny characters. Lots of television shows and movies are created using animation, a lot of animated films have made a lot of profits.

Educational. Animation can be used in education to help pupils understand something easier or show how something works. Animation can keep children interested by having bright colours and characters. Some children’s programmes are also educational and completely animated.

Simulations. Simulations are used in lots of places, they are used greatly in the military. Pilots will use simulations to practice flight training. Instead of buying new equipment and fuel they will just use a flight simulator.

Current trends in animation.

  • High-End 3D – Now high-end 3d isn’t just found on big budget movies. Because of the technology people have access to, high-end 3d can be found much more commonly on television.

  • Tangible – The use of tangible physical materials and human interaction. This shows animation engaging with reality.

Here’s an example – The Twinings tea advert.

  • Non-Photorealistic rendering – enables a wide variety of expressive, natural looking styles to be created digitally.

Here’s an example.

  • Augmented live action – A live action scene is filmed and then motion graphics are overlaid onto the scene.

Modern animation software. 

  • Unreal engine
  • Houdini
  • Maya 3D
  • Cinema 4D
  • Blender 3D

Animation. Animation is very important in media. You can’t watch anything without some form of animation in it, wether its a feature film or a youtube video, animation will probably be present. Since technology is much more advanced in recent years, it has become much easier for anyone to start animating.





Motion Graphics Report

Motion Graphics. There are various different types of motion graphics. Motion graphics are graphics that will use video footage and/or animation technology to create the illusion of motion or rotation, and are usually combined with audio to be used in multimedia projects. Motion graphics are useful for making something look more interesting and exciting, lots of different companies use them to show their logos. Motion graphics can be found on a lot of different media, for example, title sequences, DVD menus, TV, Internet videos and much more.

Video Compositing Video compositing is the combination of visual elements from different sources into single images, this is done to make it look as if all the different parts are part of the same scene. This can be done in live action shooting (usually known as green/blue screen). This is used a lot in films now to get footage that you wouldn’t normally be able to get. Like the example below.


Motion graphics and video compositing are often used together. For example, DVD interfaces. In the example below there is an image of the main character of the film composited in the background and animated images on the screen too.


Animated captions. Animated captions are used a lot on television, especially on the news. They are used to show little bits of information and names. On some new channels in America, the current stock market reports pass by under the screen. Animated captions are usually not too complicated, this makes them easier to animate and make. They are usually found on the bottom third of the screen, they are placed on the bottom of the screen as to not distract attention away from the main element on the screen.

DVD Interfaces. DVD menus can be very different. Most have a still background with a few animated alterations to make it look more interesting, like moving words. Most DVD menus use a scene, or a few scenes from within the show or film which will be left on a loop, this is on a loop up until the viewer chooses something. Other DVD menus will use a still image of a main character of an image from the movie/tv show and wont add any animation. No matter which type of DVD menu it is, music is usually present so the background isn’t too repetitive or boring.

On the Rocky IV menu, it has a loop of different scenes from the film with the main soundtrack. Not only this, but the film name also appears across the menu.

Stings. A sting is a very short animated video, these are usually made to make company logos more interesting, and be quick way to show them off. These animated videos are typically very short, usually lasting between five and twenty seconds. These animated videos are usually made to remind the viewer what channel they are watching without having a long advertisement. Having different variations of stings will allow viewers to have a longer and more lasting impression of the company in mind.

Image result for e4 estings

E4 is a good example, they have a wide variety of stings and are quite well known for having very strange stings. They recently also had a competition for the public to send in their own stings for E4 to use on their TV channel.

Winner of the E4 sting competition.

Title and credits sequence. Title sequences can be very important, because it is the beginning of a program or film the title sequence is usually more exciting to draw the viewers into the start of the film/tv show, it will also have a main music theme. The end credits sequence are usually very slow and wont have any animation for the most part, it will mostly be just words. This is very different to the title sequence which can be overlaid on top of the programme or other graphics.

The first example is the main actors/actresses names over scenes from the show.

Example 1

The second example is the introductory credits over different graphics.

Example 2

Kinetic Typography is the more technical name for moving text. This motion graphic technique is supposed to evoke a certain idea and/or emotion into the viewer. Kinetic typography mixes motion and text using animation. This motion graphic can be used in a lot of places, including introduction sequences and advertisements. Kinetic typography is widely used for music lyric videos.

Kinetic Typography – Swedish House Mafia – Don’t you worry child.

Possible technological issues. All of these different types of motion graphics, no matter how impressive, all have technological issues. Motion graphics are used widely across lots of different media outlets and different companies. There are a few technical constraints of which limit the motion graphics shown. Video format can be quite an issue, especially for those who are inexperienced in making motion graphics. If you were to choose the wrong type of video format or a video format that a certain type of computer couldn’t read then you wouldn’t be able to play or use your motion graphics. If you were showing your motion graphic to a company and it wouldn’t play then that would be a problem. Another technological issue is technology. People all own different types of televisions, some older televisions may not be able to show very accurate colours or images on stings, which can make your viewers think that your company isn’t very professional which can damage the integrity of your brand.



Research techniques essay

Quantitative research is about asking people for their opinions in a structured way so that it will allow you to produce statistics and facts to help guid you on your current project. To make sure you get reliable statistic results it is better to survey larger numbers of people, this will make sure that your findings are more accurate. You have to make sure to ask the right questions to try and get the answers you want. It is important that there is options for everyone to choose.

Quantitative research would be used if people wanted something to change, this would be how you know how strongly they feel about this change happening and will help you determine weather or not you will be making that change. For example, if it was game related it could be a minor issue with the game that is annoying people, a survey would tell you how strongly they wanted this bug fixed.

Qualitative research is more about finding out not just what people think about a product, but why they think that. Its about talking to people about their opinions so you can understand more about their motivations and feelings towards something. The best way to find out these things is with face to face interviews and group discussions. This kind of research is best used for when you are coming up with new product ideas. Peoples reactions are used so that you can fine tune anything that they might have a problem with. Having various interviews beforehand allows you to tackle problems in advance.

Qualitative research would be used if you wanted to know why people are feeling as they do and what you could possibly do to change that. Or it could tell you how people might feel in the future before a product is released.

I think that both qualitative and quantitative research would be helpful devising and placing my trailer. They would be helpful beforehand because that would tell me if people though the game i have chosen is a good idea or not. It would also be helpful afterwards because i could then get peoples opinion on weather or not their excited fir this game.

Primary research. This is completely new research that you have gone and gotten personally, there are many different ways you could go about doing this. You could conduct a few surveys or you could do a few interviews with people, as long as its you getting the data about a current project. This means primary research can be both qualitative and quantitative.

Secondary research is looking for research that has already been collected by someone else before you. The research you look for should be about the project you are currently working on, but your not the one to collect the research originally. You could look in places like libraries in magazines, or look at interview footage. This makes secondary research qualitative and quantitative.

I could use primary research to get some surveys about the game trailer I will make and if people would watch it. I would also see what old games people enjoyed the most to see which would be a god choice to make a trailer for.

I would use secondary research to see if people have already spoken about wanting the game trailer I’m going to release. I could look at current game magazines to see what game genres people like at the moment.

Audience research is an accurate way of finding more out about your audience, this can help you make more decisions on the current project your working on. It can find out how large your audience is and what their preferences are. The most common method of audience research is surveys, groups of people are selected, and are a asked a few questions with a selection of answers. The answers are then tallied and counted to determine the most common choice.

Market research is researching the market in which your product will compete. Its looking at similar products and competitors, for example, market research for a game would be looking at games in the same genre or games with a similar gameplay. Doing this, you can find out what parts of other games people like and put it into your own. It will also help you to know what to avoid when making a new product, this is because, knowing what people didn’t like about other products can help you.

Production research is always needed when developing a new product, it focuses on the production of the product, basically how its made. It’s looking at the products buyers and seeing what they want to see, this way producers can produce the product right and make it look good when a trailer or an advertisement is shown on television. This is very important, without production research, your product might not be shown off properly, this would lead to your product being a complete failure.






Sound Essay

Sound can be created from lots of different sources. Sounds are vibrations that travel through the air as waves. Humans talk by vibrating the air in their throat.

There are two main types of sound waveform, the first is a sinusoidal waveform. Sinusoidal waves are also known as pure tone. They carry repetitive information that will be heard as a constant tone.

The other main waveform is complex waveforms. These waveforms carry lots of information and are made up of multiple sounds of vary pitch and amplitude. You can show a voice using complex waveforms.


A soundwave have three main elements to them. These three main parts are frequency, amplitude and wavelength.




The frequency  of a wave is the number of waves passing a certain point in a certain time. A time of one second is commonly used. Doing this gives frequency the unit of hertz (Hz) since one hertz is equal to one wave per second.

The amplitude of a wave is the distance from the centre line to the top (crest) or bottom (trough) of a wave. Amplitude is measured in metres, the bigger the amplitude of a wave, the more energy it is carrying.

The wavelength of a wave is the distance between any point on wave to the same point on the next wave along. To avoid confusion wavelength is usually measured from the immediate top or bottom of a wave. Like amplitude, the wavelength is measured in metres.

The Use Of Sound In Interactive Media

A lot of older TV shows were filmed in front of a live studio audience. This worked well because it helped the viewer to recognise which jokes were funnier than others. Now however, a lot of TV shows use a laughter track. A laughter track is pre-recorded laughter from an audience. The track is put whenever there is a joke, this becomes very repetitive.

Sound can completely change how you feel about a film. Sound is used to set the tone of a film, sound brings intensity and can show characters emotion. A lot of sounds in films are recorded on set, however a lot of more specific sounds are recorded elsewhere by professionals.

The use of sound in the games is very important. Unlike film, games don’t have a set to film on, instead every sound they include will have to be recorded at different locations or be pre-recorded content. There might be more of a variety of sounds in games, metal smashing together, car tyres screeching and many other sounds.


A decibel is a unit to measured the intensity of a sound.

Human can hear frequencies from 20 Hz (hertz) to 20 kHz (kilohertz). Humans with healthy ears can hear 0 dB (decibels) to 180 dB. 90 – 95 dB is the level above which hearing protection is recommended. long exposure to sounds 90 -95 dB or higher without ear protection can result in hearing damage. Short term exposure without ear protection at 140 dB can cause permanent damage.

  • A whisper – 30 dB
  • Hand Drill – 90 dB
  • Pain Begins At – 125 dB
  • Jet Engine At 100 metres – 140 dB
  • Loudest Sound Possible – 194 dB

Analog And digital

Analog recording takes the sound being recorded and puts it onto a tape. This means changes can’t easily be made. If you try to copy the sounds onto another format, it will loose quality. Digital recording is different. While recording something, the sound will be transferred into numbers, each number is called a sample. After this the numbers are transferred back into sound. The more samples per second, the better the quality.

Analog distortion is when a system cant handle the signal pattern, to make the file compatible the system will alter the shape of the signal. The most common type of distortion is known as clipping. Clipping is when the system cannot cope with he largest signals and cuts them off.

Digital distortion most often occurs in high frequency sounds rather than deep pitched ones, this doesn’t men that deep pitched sounds are invulnerable from distortion. Distortion occurs when theres too much signal input being put into an audio track. This is shown when a track reaches such a frequency that it clicks and crackles.

Production Process

Pre production – Planning of sound recording and gathering correct equipment.

Recording sounds – Sounds may be recorded several times to find the get the correct sound. (altering positions of microphones)

Editing – Sounds may need to be edited to be correct for project.

The main difference between mono and stereo is the number of channels. Mono audio signals are routed through a single channel. Stereo audio signals are routed through more than one channel (commonly two), this gives a sense of depth or direction.

Analog recording media. Cassette recording, reel to reel, mini disk.

Digital recording media. DAT, computer audio interface, digital field recorder.

Advantages. Digital signals carry more information per second than analog signals. Digital signals also keep their quality better over long distances. Analog signals have limited editing capabilities which discourages constant changes. 

Disadvantages. Although digital is the new way forward for recording sounds, computers can crash and corrupt work. Constant updating of software. Tape for analog recording is expensive and can deteriorate. Constant copying can deteriorate sound quality on analog recordings. 

Problems digitizing analog recordings. Tape speed can cause a problem, You can change the speed of recorded media, but in doing this, thew sound will change. If you were to slow down the recording then the sounds would get lower. Background noise can also be a problem.

WAV, AIFF, PCM (raw formats)  M4A, MP3, WMA (Compressed file formats)

Raw formats tend to have better sound quality compared to compressed file formats.

Sound can change how people feel about a project, adding sound to a movie can make it much more intense. Old comedy movies would exaggerate sounds to bring attention to something. In gaming, sound can also set the mood, having creaking doors in horror games, and other sounds makes, the player feel more scared.