Understanding Sound Design Theory
(A)
1. Animal
Crossing New Leaf - 1am (Music)
-Calm
-Fitting for the time period
-Fitting for the game
-Would not use different music
-Calm
-Fitting for the time period
-Fitting for the game
-Would not use different music
2. Uncharted
2, Breaking and Entering
-Adventurous
-To suit the genre of the game
-To suit the genre of the game
3. The
Legend of Zelda: Ocarina of Time
-Calm and
Mystical
-Title
screen
-Fitting for
the game
-Very
atmospheric
4.Final
Fantasy X HD (Luca)
-Happy
-Atmospheric
-Would use as background music for a city
-Atmospheric
-Would use as background music for a city
5.Animal
Crossing New Leaf - Roost Cafe
-Relaxing
-Nice mood
-Suited instrument for the area
-Nice mood
-Suited instrument for the area
6. Minecraft
- Collect XP sound effect
-High pitch
(Usually resembles a good thing)
(B)
The reason
behind why music and sound FX are important within game development is to
create a fitting atmosphere for the game and to also lead the player
throughout. Some of the sound FX which are used in a game help the player
understand whether they are on track. For example, in the outlast, a sound effect
is played when the player has achieved their objective and is ready to move on
to the next one. Other sound FX are used to create atmosphere. In Amnesia: The
dark decent, there are sound FX which are used to create tension. Such as the
heavy breathing of your character or the hyperventilating when your character
is scared.
Music is
very effective when it comes to creating an atmosphere too. For example; Animal
Crossing New Leaf is a calm, easy-going game. They have different music for
different times of the day and each piece of music reflects the time of day
really well. They use calm and happy music. For other games, music is used for
different circumstances. For example, when you are battle, the music changes to
something tense and then when you have won the battle, a sound effect will play
which symbolise achievement.
This is a
quote from the Game Audio Development book written by Aaron Marks, "Sound
effects exist specifically to give feedback to players, immerse them inside the
virtual realm, and provide an entertaining experience—all of which are key
ingredients to a successful video game."
What is
Waveform?
The
wavelength of a wave is the distance from any point on one wave to the same
point on the next wave along.
Amplitude is
the size of the vibration, and this determines how loud the sound is. We have already seen that larger vibrations
make a louder sound.
Frequency is
the speed of the vibration, and this determines the pitch of the sound. It is only useful or meaningful for musical
sounds, where there is a strongly regular waveform.
Frequency
and pitch describe the same thing, but from different viewpoints. While
frequency measures the cycle rate of the physical waveform, pitch is
how high or low it sounds when you hear it. This is directly related to
frequency: the higher the frequency of a waveform, the higher the pitch of the
sound you hear.
Hertz is the
standard unit of measurement for frequency, with it being equal to one cycle
per second.
Decibel
Level is the degree of loudness of a sound
Foley is the
reproduction of everyday sound effects that are added to film, video, and other
media in post-production to enhance audio quality. These reproduced sounds can
be anything from the swishing of clothing and footsteps to squeaky doors and
breaking glass.
Timbre is
the quality of the sound made by a particular voice or musical instrument
“Music can
capture pretty much the entire spectrum of human emotion. It can cause one to
experience profound sadness, extreme joy, anger, fear, longing or triumph. And
it does all of this without relying on any external knowledge or concepts, which
makes it even more powerful as a unifying agent for people from a
wide variety of backgrounds.”
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