Difference between revisions of "Ambiance"
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| rel3=[[Acoustic Ecology]], [[Requisite Variety]]<br> | | rel3=[[Acoustic Ecology]], [[Requisite Variety]]<br> | ||
| revisions =Introduced in version 1.0 | | revisions =Introduced in version 1.0 | ||
| + | | description = | ||
| + | [[Ambiance]] consists in the sounds of the environment. It contributes to the appreciation for the scenario, by reinforcing and complementing the graphical representation. | ||
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| + | [[Ambiance]] can also serve to better establish an association with a particular geographical location through the exploration of archetypes. | ||
| + | |||
| + | [[Ambiance]] is usually perceived only when other [[Sound Layers]] are absent or low volume. For that reason, from an emotional standpoint, [[Ambiance]] is usually associated to phases of [[Relaxation]], when there are no other stimuli competing for focused attention. Still, in the case of horror games, [[Ambiance]] is commonly used to support a continued [[Anticipation]], instead. But, again, also in those cases there are usually few competing sounds and, actually, [[Silence]] is common. | ||
| + | |||
| examples= | | examples= | ||
| ex1=<mt p="Ambiance" g="Tomb Raider Underworld" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | | ex1=<mt p="Ambiance" g="Tomb Raider Underworld" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
Revision as of 00:48, 15 October 2011
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| The card's front face | The card's back face |
Contents
Synopsis
| Sounds of the environment. |
Relationships
Contexts:
Sound Layers and Semantics File:M385px-SoundLayersAndSemantics-front-v20.png, Relaxation
, Emotional Script
, Narrative
, Entrainment
.
Peers:
Foley
, Sound Effects
, Music
, Dialogue
.
Calls for:
Acoustic Ecology
, Requisite Variety File:M385px-RequisiteVariety-front-v20.png.
Description
Ambiance consists in the sounds of the environment. It contributes to the appreciation for the scenario, by reinforcing and complementing the graphical representation.
Ambiance can also serve to better establish an association with a particular geographical location through the exploration of archetypes.
Ambiance is usually perceived only when other Sound Layers are absent or low volume. For that reason, from an emotional standpoint, Ambiance is usually associated to phases of Relaxation, when there are no other stimuli competing for focused attention. Still, in the case of horror games, Ambiance is commonly used to support a continued Anticipation, instead. But, again, also in those cases there are usually few competing sounds and, actually, Silence is common.
Examples













