audio in video games

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AUDIO IN VIDEO GAMES An adaptive and re-active overview http ://f allo ut.w ikia .com /wik i/So nic_ emit ter_ %28w eapo n%29

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http://fallout.wikia.com/wiki/Sonic_emitter_%28weapon%29. Audio in Video Games. An adaptive and re-active overview. Examples of Audio within Games. Soundtrack – Adaptive Audio/Dynamic Audio/ Interactive Audio Effects – Diegetic Audio Trigger Events – Interactive Audio - PowerPoint PPT Presentation

TRANSCRIPT

Page 2: Audio in Video Games

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.

http://aquinn.co.uk/wordpress/?p=7

Page 3: Audio in Video Games

ANALOGUE VS DIGITAL AUDIO

Analogue

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

Page 4: Audio in Video Games

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

Page 5: Audio in Video Games

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

Page 6: Audio in Video Games

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

Page 7: Audio in Video Games

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

Page 8: Audio in Video Games

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

Page 9: Audio in Video Games

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

Page 10: Audio in Video Games

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.

Page 11: Audio in Video Games

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

Page 12: Audio in Video Games

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

M

Page 13: Audio in Video Games

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.

Page 14: Audio in Video Games

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

845A4B4E537E