Difference between revisions of "Sound Layers"

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| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
 
| description=
 
| description=
Sounds can be structured in layers according to its semantics and communicative purpose. The layers are: [[Ambiance]], [[Foley]], [[Sound Effects]], [[Dialogue]], and [[Music]]<ref name="Peck2001" /><ref name="Peck2007" />.
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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]] <ref name="Peck2001"/><ref name="Peck2007"/>.
  
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.
+
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.  
  
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.
+
In consonance with the [[mindset]] and the [[guidelines]] 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 than a superimposition of sounds.  
  
 
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]]).
 
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]]).
  
 
| examples =
 
| examples =
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 p="SoundLayerAndSemantics" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">The player feels immersed in an [[Acoustic Ecology]] where sounds belonging to each of the [[Sound Layers]] were explored.</mt>
 
+
| ex2=<mt p="Signature" g="Bioshock" altg="BioShock" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex1=<mt p="SoundLayerAndSemantics" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
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| ex2=<mt p="Signature" g="Bioshock" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
 
| ex3=<mt p="Foley" g="Portal" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex3=<mt p="Foley" g="Portal" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex4=<mt prompt="Ambiance in Half-Life2" p="Ambiance" g="HalfLife2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">A moment of calm allows to enjoy the [[Ambiance]].</mt>
 
| ex4=<mt prompt="Ambiance in Half-Life2" p="Ambiance" g="HalfLife2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">A moment of calm allows to enjoy the [[Ambiance]].</mt>
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| ex6=<mt prompt="Foley in Half-Life2" p="Foley" g="HalfLife2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">The interaction with objects is accompanied by the respective [[Foley]].</mt>
 
| ex6=<mt prompt="Foley in Half-Life2" p="Foley" g="HalfLife2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">The interaction with objects is accompanied by the respective [[Foley]].</mt>
 
| ex7=<mt prompt="Music in Half-Life2" p="Music" g="HalfLife2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">[[Music]] prepares and supports the haste of a fight.</mt>
 
| ex7=<mt prompt="Music in Half-Life2" p="Music" g="HalfLife2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">[[Music]] prepares and supports the haste of a fight.</mt>
| ex8=<mt prompt="Sound Effects in Half-Life2" p="SoundEffects" g="HalfLife2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">Picking this objects is accompanied representative [[Sound Effects]]</mt>
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| ex8=<mt prompt="Sound Effects in Half-Life2" p="SoundEffects" g="HalfLife2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">Picking these objects is accompanied with representative [[Sound Effects]].</mt>
 
| showrefs=1
 
| showrefs=1
 +
| RevisionsInNameOrDeprecation=
 +
Classified as aggregator since version 2.0 and, as such, no longer represented as a card (i.e., no longer part of the deck).<br>
 +
Introduced as [[Sound Layers and Semantics]] (in version 1.0)
 
}}
 
}}

Latest revision as of 23:58, 24 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

Grouping design decisions according to their semantics.

Relationships

Context:
Sound Design in Games .
Parts:
Ambiance , Foley , Sound Effects , Music , Dialogue .
Makes use of:
Acoustic Ecology .

Description

Sounds can be structured in layers according to its semantics and communicative purpose. The layers are: Ambiance, Foley, Sound Effects, Dialogue, and Music [1][2].

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.

In consonance with the mindset and the guidelines 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 than a superimposition of sounds.

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).

Examples

Half-Life 2: The player feels immersed in an Acoustic Ecology where sounds belonging to each of the Sound Layers were explored.
BioShock:
Portal:
[show less examples...]
Ambiance in Half-Life2: A moment of calm allows to enjoy the Ambiance.
Dialogue in Half-Life2: This scene includes disparate explorations of Dialogue. For instance some of the action is experienced exclusively through the discourse, with no visual support.
Foley in Half-Life2: The interaction with objects is accompanied by the respective Foley.
Music in Half-Life2: Music prepares and supports the haste of a fight.
Sound Effects in Half-Life2: Picking these objects is accompanied with representative Sound Effects.

Revisions

Classified as aggregator since version 2.0 and, as such, no longer represented as a card (i.e., no longer part of the deck).
Introduced as Sound Layers and Semantics (in version 1.0)

References

  1. Peck, N. 2001. Beyond the library: Applying film postproduction techniques to game sound design - lecture. In Game Developers Conference 2001.
  2. Peck, N. 2007. CoFesta/TGS (September 2007).

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