Difference between revisions of "Sound Places"

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| v20rel1=[[Sound Design in Games]]<br>
 
| v20rel1=[[Sound Design in Games]]<br>
 
| v20rel-tag2=Parts may include:<br>
 
| v20rel-tag2=Parts may include:<br>
| v20rel2=[[Title Screens]], [[Menus]], [[Cut-Scenes#v10]], [[Gameplay#v10]]<br>
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| v20rel2=[[Title Screens]], [[Menus]], [[Cutscenes]], [[Gameplay#v10]]<br>
 
| v20rel-tag3=Makes use of:<br>
 
| v20rel-tag3=Makes use of:<br>
 
| v20rel3=[[Acoustic Ecology]]<br>
 
| v20rel3=[[Acoustic Ecology]]<br>

Revision as of 22:10, 20 August 2012

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 , Cutscenes , Gameplay .
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 Cutscenes. 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 has the advantage of enabling them to fit in the same Acoustic Ecology.

Examples

Metal Gear Solid 4: Guns of the Patriots: Cutscenes.
Heavy Rain: Title Screens.
Uncharted: Drake's Fortune: Menus.
[show less examples...]
The Legend of Zelda: Ocarina of Time: Sound being used as part of the Gameplay.

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