Difference between revisions of "Noise"
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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 | + | | 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
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
External Resources
Tom Clancy's Splinter Cell: Chaos Theory - Wikia Gaming