Difference between revisions of "Directionality"

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| v20rel2=[[Beacon Locator]], [[Shout and Yell]], [[Unaware NPC]], [[Suspicious NPC]]<br>
 
| v20rel2=[[Beacon Locator]], [[Shout and Yell]], [[Unaware NPC]], [[Suspicious NPC]]<br>
 
| description =
 
| description =
[[Directionality]] refers to the explorations of sound design that intentionally take advantage of that or even tweak it in some way, to achieve an effect, for instance in terms of the gameplay.  
+
[[Directionality]] refers to the explorations of sound design that intentionally take advantage of that or even tweak it  
 +
in some way, to achieve an effect, for instance in terms of the gameplay.
  
 
[[Beacon Locator]] is one kind of exploration that may resort to [[Directionality]].
 
[[Beacon Locator]] is one kind of exploration that may resort to [[Directionality]].
 +
 +
[[Directionality]] may be even explored as part of the game [[Aesthetics]], for instance in [[Ambiance]]. A wandering fly
 +
and passing helicopters are fairly common examples.
  
[[Directionality]] may be even explored as part of the game [[Aesthetics]], for instance in [[Ambiance]]. A wandering fly and passing helicopters are fairly common examples.
+
Modern 3D game engines implement directionality to some extent.
 
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{{Pending| Most}} modern 3D game engines implement directionality to some extent.  
+
 
+
 
| examples =
 
| examples =
 
| ex1=<mt p="Directionality" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">Practicing the skill of facing a particular direction (only through sound), which is crucial for the gameplay.</mt>
 
| ex1=<mt p="Directionality" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">Practicing the skill of facing a particular direction (only through sound), which is crucial for the gameplay.</mt>
 
| ex2=<mt p="Directionality" g="Red Dead Redemption" w="{{R16by9W}}" h="{{R16by9H}}">Following the sound to find a point of interest, in the absence of visual clues. (Also, see [[#External Resources|External Resources]]).</mt>
 
| ex2=<mt p="Directionality" g="Red Dead Redemption" w="{{R16by9W}}" h="{{R16by9H}}">Following the sound to find a point of interest, in the absence of visual clues. (Also, see [[#External Resources|External Resources]]).</mt>
 
| ex3=<mt p="Directionality" g="Far Cry 2" w="{{R16by9W}}" h="{{R16by9H}}">Here the player promptly finds an unexpected NPC through the [[Directionality]] of his inquiring utterances (while [[Suspicious NPC]]).</mt>
 
| ex3=<mt p="Directionality" g="Far Cry 2" w="{{R16by9W}}" h="{{R16by9H}}">Here the player promptly finds an unexpected NPC through the [[Directionality]] of his inquiring utterances (while [[Suspicious NPC]]).</mt>
| ex4=<mt prompt="Killzone 2 [SPOILER VIDEO]" p="Directionality" g="Killzone 2" w="{{R16by9W}}" h="{{R16by9H}}">While fighting the final boss {{Spoiler| being able to locate him through his soundprint is instrumental to succeed}}.</mt>
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| ex4=<mt prompt="Killzone 2 [SPOILER VIDEO]" p="Directionality" g="Killzone 2" w="{{R16by9W}}" h="{{R16by9H}}">While fighting {{Spoiler| the final boss, being able to locate him through his soundprint is instrumental to succeed}}.</mt>
| ex5=<mt p="Directionality" g="Halo" w="{{R16by9W}}" h="{{R16by9H}}">A case in which the NPC's utterances reveal the direction of its position.</mt>
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| ex5=<mt p="Directionality" g="Halo" altg="Halo: Reach" w="{{R16by9W}}" h="{{R16by9H}}">A case in which the NPC's utterances reveal the direction of its position.</mt>
 
<!--| ex6=<mt p="Directionality" g="MGS4" altg="Metal Gear Solid 4" w="{{R16by9W}}" h="{{R16by9H}}">Being able to locate the moving bosses through their soundprint is instrumental to defeat major bosses in Metal Gear Solid 4 (BB Corps and Vamp, namelly) [pending: double check this one].</mt>-->
 
<!--| ex6=<mt p="Directionality" g="MGS4" altg="Metal Gear Solid 4" w="{{R16by9W}}" h="{{R16by9H}}">Being able to locate the moving bosses through their soundprint is instrumental to defeat major bosses in Metal Gear Solid 4 (BB Corps and Vamp, namelly) [pending: double check this one].</mt>-->
 
| external=
 
| external=
In an interview <ref name="isaza-rdr" />, the Audio Director of Red Dead Redemption refers that they "additionally focused on ensuring directionality of enemy gunfire".
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In an interview <ref name="isaza-rdr" />, the Audio Director of Red Dead Redemption refers that they "additionally focused on ensuring directionality of enemy gunfire".<br />
 +
Theoretical background on localisation through sound.<ref name="Farnell" /> <sup>(p. 79)</sup>.<br />
 +
<ref name="Stockburger2006" />
 
| showrefs = 1
 
| showrefs = 1
 
| revisions =
 
| revisions =
 
Suggested after version 1.0
 
Suggested after version 1.0
 
}}
 
}}

Latest revision as of 19:03, 24 August 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

Exploring the identification of the direction of a sound source.

Relationships

Contexts:
Awareness .
May relate to:
Beacon Locator , Shout and Yell , Unaware NPC , Suspicious NPC .

Description

Directionality refers to the explorations of sound design that intentionally take advantage of that or even tweak it in some way, to achieve an effect, for instance in terms of the gameplay.

Beacon Locator is one kind of exploration that may resort to Directionality.

Directionality may be even explored as part of the game Aesthetics, for instance in Ambiance. A wandering fly and passing helicopters are fairly common examples.

Modern 3D game engines implement directionality to some extent.

Examples

Papa Sangre: Practicing the skill of facing a particular direction (only through sound), which is crucial for the gameplay.
Red Dead Redemption: Following the sound to find a point of interest, in the absence of visual clues. (Also, see External Resources).
Far Cry 2: Here the player promptly finds an unexpected NPC through the Directionality of his inquiring utterances (while Suspicious NPC).
[show less examples...]
Killzone 2 [SPOILER VIDEO]: While fighting [SHOW SPOILER].
Halo: Reach: A case in which the NPC's utterances reveal the direction of its position.


External Resources

In an interview [1], the Audio Director of Red Dead Redemption refers that they "additionally focused on ensuring directionality of enemy gunfire".
Theoretical background on localisation through sound.[2](p. 79).
[3]

References

  1. Isaza, M. 2010. “Red Dead Redemption” – Exclusive Interview with Audio Director Jeffrey Whitcher. Designing Sound. http://designingsound.org/2010/08/red-dead-redemption-exclusive-interview-with-audio-director-jeffrey-whitcher/
  2. Farnell, A. 2011. Behaviour, structure and causality in procedural audio. In M. Grimshaw (Ed.), Game Sound Technology and Player Interaction: Concepts and Developments. Hershey, PA: IGI Global.
  3. Stockburger, A. 2006. The Rendered Arena : Modalities of Space in Video and Computer Games. Doctoral Thesis. http://www.stockburger.at/files/2010/04/Stockburger_Phd.pdf

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