Difference between revisions of "Sound Layers and Semantics"

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{{Card
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#REDIRECT [[Sound Layers]]
| name =Sound Layers and Semantics
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| deckversion =1.0
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| deprecatedcard = {{ToBeDiscontinuedAfterV-1-0}}
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| synopsis =Grouping design decisions according to their semantics
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| patternpresentation =
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| cardpresentation=
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| frontface =SoundLayersAndSemantics-front-v10.png
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| backface =SoundLayersAndSemantics-back-v10.png
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| screenshots=
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| rel-tag1=Context:<br>
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| rel1=[[Sound Design in Games]]<br>
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| rel-tag2=Parts:<br>
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| rel2=[[Ambiance]], [[Foley]], [[Sound Effects]], [[Music]], [[Dialogue]]<br>
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| rel-tag3=Makes use of:<br>
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| rel3=[[Acoustic Ecology]]<br>
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| revisions =Introduced in version 1.0
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| description=
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Sounds can be structured in layers according to its semantics and communicative purpose. The layers are: [[Ambiance]], [[Foley]], [[Sound Effects]], [[Dialogue]], and [[Music]] [http://www.example.com ([pending] Peck, 2001, 2007)].
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Addressing sound design decisions according to such grouping may be useful when establishing high level exploration goals and/or when wrapping the lower-lever explorations according to the semantics of the sounds that will be needed to implement them.
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In consonance with the [[The overall mindset|mindset]] and the guidelines[http://www.example.com ([pending])] that are on the basis of [[this approach]], the explorations of [[Sound Design in Games]] benefit from considering all the layers in a holistic manner that may allow to produce an [[Acoustic Ecology]] rather then a superimposition of sounds.
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It is also worth mentioning that the exploration of each of the sound levels does not imply, by no means, that sounds representing that level ought to be included in the design. The exploration can consist precisely in ''not including'' sounds of a particular level (e.g., no [[Dialogue]] and no [[Music]]).
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| examples =
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In [[Half-Life 2]] the player feels immersed in an [[Acoustic Ecology]] where sounds belonging to each of the layers has been explored
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| ex1=<mt prompt="Ambiance in HalfLife2" p="Ambience" g="HalfLife2" altg="Half-Life 2" h="140"></mt>
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| ex2=<mt prompt="Dialogue in HalfLife2" p="Dialogue" g="HalfLife2" altg="Half-Life 2" h="140"></mt>
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| ex3=<mt prompt="Foley in HalfLife2" p="Foley" g="HalfLife2" altg="Half-Life 2" h="140"></mt>
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| ex4=<mt prompt="Music in HalfLife2" p="Music" g="HalfLife2" altg="Half-Life 2" h="140"></mt>
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| ex5=<mt prompt="Sound Effects in HalfLife2" p="SoundEffects" g="HalfLife2" altg="Half-Life 2" h="140"></mt>
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| external=
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Peck, N., Beyond the library: Applying film postproduction techniques to game sound design. in Proc. of Game Developers Conference, (San Jose CA, USA, 2001).<br />
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Peck, N. CoFesta/TGS Tokyo, Japan.(2007)
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The presentation of the pattern in [pending] (Alves & Roque, 2010)
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guidelines (Alves & Roque, 2009, 2011)
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}}
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Latest revision as of 19:49, 25 December 2011

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