Difference between revisions of "Noise"

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| examples=
 
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| ex1=<mt p="Noise" g="Gadget" altg="iGadget" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex1=<mt p="Noise" g="Gadget" altg="iGadget" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
| ex2=<mt p="Noise" g="Limbo" w="{{R16by9W}}" h="{{R16by9H}}">Limbo present us an example of the use [[Noise]] as part of the [[Ambiance]] {{Pending|[REF]}}. In this case, noise is constant and soft.</mt>
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| ex2=<mt p="Noise" g="Limbo" w="{{R16by9W}}" h="{{R16by9H}}">Limbo presents us an example of the use of [[Noise]] as part of the [[Ambiance]] {{Pending|[REF]}}. In this case, noise is constant and soft.</mt>
 
| ex3=<mt p="Noise" g="Silent Hill" w="{{RPS2W}}" h="{{RPS2H}}">In the Silent Hill series, the PC carries a [[Radio]] which emits a static noise when there are enemies in the surroundings, contributing to [[Awareness]], which is a relevant element of gameplay.</mt>
 
| ex3=<mt p="Noise" g="Silent Hill" w="{{RPS2W}}" h="{{RPS2H}}">In the Silent Hill series, the PC carries a [[Radio]] which emits a static noise when there are enemies in the surroundings, contributing to [[Awareness]], which is a relevant element of gameplay.</mt>
 
| ex4=<mt p="Noise" g="Flower" w="{{R16by9W}}" h="{{R16by9H}}">[[Noise]] as part of the starting point for the unfolding of the [[Emotional Script]] along the experience, as explored in the game's [[Menus]]. In the beginning of the game the [[Menus|Menu]] presents an [[Acoustic Ecology]] (predominantly [[Ambiance]]) allusive to a emotionally negative environment. As the game progresses, it becomes more positive and eventually it becomes highly rewarding.</mt>
 
| ex4=<mt p="Noise" g="Flower" w="{{R16by9W}}" h="{{R16by9H}}">[[Noise]] as part of the starting point for the unfolding of the [[Emotional Script]] along the experience, as explored in the game's [[Menus]]. In the beginning of the game the [[Menus|Menu]] presents an [[Acoustic Ecology]] (predominantly [[Ambiance]]) allusive to a emotionally negative environment. As the game progresses, it becomes more positive and eventually it becomes highly rewarding.</mt>

Revision as of 15:36, 3 January 2012

Deck←
introduced in version 2.0 of the Deck.
Front face Back face
The card's front face The card's back face

Synopsis

The purposeful use of noise.

Relationships

Contexts:
Aesthetics , Acoustic Ecology , Emotional Script , Awareness .
Often uses:
Ambiance , Foley .

Description

Noise may be used in disparate circumstances, ranging from Ambiance to part of the gameplay. Usually, it is specifically intended to shape the Emotional Script.

"Noise" does not have to be actual noise. It may consist of sound that due to its acoustic properties is perceived as such.

Examples

iGadget:
Limbo: Limbo presents us an example of the use of Noise as part of the Ambiance [pending:[REF]]. In this case, noise is constant and soft.
Silent Hill: In the Silent Hill series, the PC carries a Radio which emits a static noise when there are enemies in the surroundings, contributing to Awareness, which is a relevant element of gameplay.
[show less examples...]
Flower: Noise as part of the starting point for the unfolding of the Emotional Script along the experience, as explored in the game's Menus. In the beginning of the game the Menu presents an Acoustic Ecology (predominantly Ambiance) allusive to a emotionally negative environment. As the game progresses, it becomes more positive and eventually it becomes highly rewarding.
Tom Clancy's Splinter Cell: Chaos Theory: The level of Noise as part of the gameplay, namely in Stealth operations. Here, Noise is understood as the loudness of the Ambiance and of the PC's actions. If the PC makes more Noise than its surroundings he is heard by the opponents. The HUD includes an aural monitor that allows to compare both levels of Noise.
Silent Hill Homecoming:
The Path:


External Resources

Tom Clancy's Splinter Cell: Chaos Theory - Wikia Gaming

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