Audio in Video Games
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Transcript of Audio in Video Games
AUDIO IN VIDEO GAMESAn adaptive and re-active overview
http://fallout.wikia.com/wiki/Sonic_emitter_%28weapon%29
EXAMPLES OF AUDIO WITHIN GAMES Soundtrack – Adaptive Audio/Dynamic Audio/ Interactive Audio Effects – Diegetic Audio Trigger Events – Interactive Audio Dialogue – Diegetic Audio Uninteractible Dialogue - Non-Dynamic Diegetic Audio Scripted events within a level - Adaptive Diegetic Audio Interactable objects with sound - Interactive Diegetic Audio.
Dynamic Audio is sound that reacts to changes in the gameplay, environment and input from the user. Within Dynamic Audio there is Adaptive Audio and Interactive Audio. Adaptive Audio is sound that occurs in the game environment reacting to the gameplay rather than input from the user. Interactive Audio is sound that is reacting to gameplay but is responding to the users input.
Diegetic Sounds are real sounds that occur within hearing distance of the user, this includes sound effects and dialogue. Non-Dynamic Diegetic audio is sound that occurs within hearing distance of the user but the user has no direct involvement in the sound. Adaptive Diegetic Audio is sound that reacts to changes in the environment but not the player directly. Interactive Diegetic sounds are sounds that occur in the players space that the player can directly interact with, these include footsteps and weapon impacts.
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ANALOGUE VS DIGITAL AUDIOAnalogue
Wave is used in its original form and then amplified.
Sounds better because it is the original recording.
Vinyl
Digital
Wave is sampled into code and turned into a voltage wave that is close to the original.
Does not degrade over time.
Can lose quality due to compression.
FLAC
http://www.howstuffworks.com/digital-versus-analog.htm, http://www.howstuffworks.com/question7.htm
KNIGHTLORE/1985/AMSTRAD CPC
http://www.eurogamer.net/articles/digitalfoundry-face-off-zx-spectrum-vs-commodore-64
First game I ever played. Simple game mechanics Simple sound effects movement etc.. Interactive Diegetic sounds. Used isometric projection to achieve 3D http://www.youtube.com/watch?v=awTzxC
ahU6s
BUBSY/1992/MEGA DRIVE
http://www.hardcoregaming101.net/bubsy/bubsy.htm
Cartridge game. Bright colours. No need for a complex storyline Adaptive Audio Didn’t age well ‘sonic rip off’. http://www.youtube.com/watch?v=1b-Fn2
LgmJQ
COLUMNS/1990/MEGA DRIVE
http://gamingeverything.blogspot.co.uk/2010/10/columns.html
Puzzle game like Tetris. Allowed you to play strategically, ‘Magic Jewel Column’. Progressive soundtrack. Music helped to unnerve the player. Adaptive Audio. http://www.youtube.com/watch?v=admQ2Ideh0M
DUNGEON KEEPER/1997/WINDOWS 95
http://en.wikipedia.org/wiki/Dungeon_Keeper
First game to have a spoken level by level Synopsis. RTS VS AI, Exploratory, tense. Real time sound updates, ‘you don’t have enough
gold’. Ambient background effects. Interactive Audio. http://www.youtube.com/watch?v=tFuq-cOTTLw
PINBALL SPACE CADET/1996/XP
http://holyfile.com/games/spacecadet-pinball/download/830
Highly addictive game with great replay value. Sounds equate to high scoring areas. Audio helped to reinforce players feelings, gutter sound
etc. Silence of the ball in no mans land was tense. Mental need to keep the sound going. Interactive Diegetic sounds. http://www.youtube.com/watch?v=Zjahf8b1Itc
HALO 1/2001/XBOX
http://rvb.wikia.com/wiki/Halo:_Combat_Evolved
THE game of my childhood. Full range of sound and effects. Burned through 2 discs. Soundtrack – Adaptive Audio/Dynamic Audio/ Interactive
Audio Effects – Diegetic Audio Trigger Events – Interactive Audio Dialogue – Diegetic Audio Uninteractible Dialogue - Non-Dynamic Diegetic Audio Scripted events within a level - Adaptive Diegetic Audio Interactable objects with sound - Interactive Diegetic
Audio. http://www.youtube.com/watch?v=Hpl5G1J1FE0 http://www.youtube.com/watch?v=svdR8_w1N0Y
HALO 3 ODST/2009/XBOX 360
http://images.wikia.com/halo/images/f/fb/Halo3-ODST_ENVConcept-06.jpg
The music is what makes halo. Can completely change the mood of the game. http://www.youtube.com/watch?v=pqnG6iCdc6g http://www.youtube.com/watch?v=_NC6GATDkcw Just listening to a soundtrack can change your
outlook on game.
JET SET RADIO FUTURE/2002/XBOX
http://www.covergalaxy.com/forum/microsoft-xbox/3386-jet-set-radio-future-ntsc-cover.html
First game to make me question / draw my own conclusions.
Soundtrack from artists who were either foreign, not found mainstream or worked under gaming licenses.
Took gang culture and reversed I, spray paint as a weapon.
Music wasn’t synonymous to a level, although it was??
http://www.youtube.com/watch?v=HSZIej-ZraE http://www.youtube.com/watch?v=20u6sif6JjM
RAZES HELL/2005/XBOX
http://www.covergalaxy.com/xbox/razes+hell/cover/
Bought by my mother Soundtrack appears warped, inference on cute
violence. Rather dark game. Music varies in style. http://
www.youtube.com/watch?v=9xkNQMoadqU http://www.youtube.com/watch?v=8aPHSIJCcm
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VIVA PIÑATA/2006/XBOX 360
http://en.wikipedia.org/wiki/Viva_Pi%C3%B1ata
100% Complete. Very relaxed ambient game. Still contains violence. Has separate distinctive day night tracks http://
www.youtube.com/watch?v=UCDweSivURk http://
www.youtube.com/watch?v=3Dh0EeilKSw Partially educational. Music has a slight hint of danger within the
tranquillity.
FALLOUT NEW VEGAS/2010/360
http://bethsoft.com/en-gb/games/fallout_new_vegas
Pip Boy Radio, Non-Dynamic Diegetic Audio/Adaptive Diegetic Audio.
Fallout Radios, Interactive Diegetic Audio. Radio Music has psychological references to the players state,
quest lines etc. http://www.youtube.com/watch?v=QP7jZeaqKSo&list=PL3F05
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UNION ST RESEARCH
http://2.bp.blogspot.com/-Vm0aP5fcL2U/To3qRXJcwOI/AAAAAAAADys/8YeP_Qz0Eqo/s1600/clubbing.jpg