Difference between revisions of "Sound Places"

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This pattern refers to the design decisions regarding the reach of sound to the different components the game may include.
  
 
Often, expressions such as "the sound of a game" are used to refer to the sounds heard during [[Gameplay]] and possibly in the [[Cut-Scenes]]. Yet, sound may extend to other moments of a game's usage, including the [[Menus]] and the starting [[Title Screens]].
 
Often, expressions such as "the sound of a game" are used to refer to the sounds heard during [[Gameplay]] and possibly in the [[Cut-Scenes]]. Yet, sound may extend to other moments of a game's usage, including the [[Menus]] and the starting [[Title Screens]].

Revision as of 10:16, 19 October 2011

The card's front face The card's back face

This design pattern has been classified as
an Aggregator Pattern after version 1.0
Consequently, it is no longer represented as a card
(i.e. ceased being part of the deck) since version 2.0

Synopsis

Components of a product where sound may appear.

Relationships

Context:
Sound Design in Games .
Parts may include:
Title Screens , Menus , Cut-Scenes File:M385px-Cut-Scenes-front-v20.png, Gameplay File:M385px-Gameplay-front-v20.png.
Makes use of:
Acoustic Ecology .

Description

This pattern refers to the design decisions regarding the reach of sound to the different components the game may include.

Often, expressions such as "the sound of a game" are used to refer to the sounds heard during Gameplay and possibly in the Cut-Scenes. Yet, sound may extend to other moments of a game's usage, including the Menus and the starting Title Screens.

Addressing the sound design of these components as a whole as the advantage of enabling them to fit in the same Acoustic Ecology.

Examples

Metal Gear Solid 4:
[show less examples...]

Additional Comments

This classification is based on (Marks & Novak, 2009; Marks, 2009, ch. 8).

External Resources

(Marks & Novak, 2009; Marks, 2009, ch. 8). [pending link]

SoundPlaces-front-v10.pngSoundPlaces-back-v10.png