Difference between revisions of "Heartbeat"

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[[Heartbeat]]-like stimuli may be part of [[Character Soundprint]] or may integrate the interface in a non-diegetic manner.
 
[[Heartbeat]]-like stimuli may be part of [[Character Soundprint]] or may integrate the interface in a non-diegetic manner.
  
For [[Entrainment]] to be more effective, the intensity (loudness) of the [[Heartbeat]] starts discreetly  and gradually increases to match the drama, possibly to the point of becoming the dominant sound. When the kind of [[Awareness]] that is to be signalled is related to time (as in [[Hurry Up!]]), it is common that the rhythm also increases, as that time vanishes, emulating the process of increasing heartbeat rate of a person when facing an affliction.
+
For [[Entrainment]] to be more effective, the intensity (loudness) of the [[Heartbeat]] starts discreetly  and gradually increases to match the drama, possibly to the point of becoming the dominant sound. When the kind of [[Awareness]] that is to be signalled is related to time (as in [[Hurry Up!]]), it is common that the rhythm also increases, as that time vanishes, emulating the process of increasing [[Heartbeat]] rate of a person when facing an affliction.
  
 
| additional=
 
| additional=
In the field of music, the emotional effect of tempo relative to the heartbeat has long been explored [http://www.example.com [pending ref]].
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In the field of music, the emotional effect of tempo relative to the [[Heartbeat]] has long been explored [http://www.example.com [pending ref]].
  
 
| examples=
 
| examples=
 
| ex1=<mt p="Heartbeat" g="Infamous" altg="InFamous" w="{{R16by9W}}" h="{{R16by9H}}">When in Imminent Death, hearing gets affected and Cole's heartbeat becomes the prevalent sound.</mt>
 
| ex1=<mt p="Heartbeat" g="Infamous" altg="InFamous" w="{{R16by9W}}" h="{{R16by9H}}">When in Imminent Death, hearing gets affected and Cole's heartbeat becomes the prevalent sound.</mt>
| ex2=<mt p="Heartbeat" g="Dead To Rights" altg="Dead to Rights: Retribution" w="{{R16by9W}}" h="{{R16by9H}}">When sneaking, Shadow's hearing focuses on people's acoustic expression and particularly in heartbeat, which not only works as a beacon but also allows to infer their state of alertness.</mt>
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| ex2=<mt p="Heartbeat" g="Dead To Rights" altg="Dead to Rights: Retribution" w="{{R16by9W}}" h="{{R16by9H}}">When sneaking, Shadow's hearing focuses on people's acoustic expression and particularly in [[Heartbeat]], which not only works as a beacon but also allows inferring their state of alertness.</mt>
| ex3=<mt p="Heartbeat" g="Heavy Rain" w="{{R16by9W}}" h="{{R16by9H}}">The sound of the heartbeat adds meaning to the already very expressive facial expression.</mt>
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| ex3=<mt p="Heartbeat" g="Heavy Rain" w="{{R16by9W}}" h="{{R16by9H}}">The sound of the [[Heartbeat]] adds meaning to the already very emotional facial expression.</mt>
| ex4=<mt p="Heartbeat" g="Limbo" w="{{R16by9W}}" h="{{R16by9H}}">A background pulse that resembles the heartbeat augments the drama.</mt>
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| ex4=<mt p="Heartbeat" g="Limbo" w="{{R16by9W}}" h="{{R16by9H}}">A background pulse that resembles the [[Heartbeat]] augments the drama.</mt>
| ex5=<mt p="Heartbeat" g="FableIII" altg="Fable III" w="{{R16by9W}}" h="{{R16by9H}}">The heartbeat leaves no doubt that the player has a dramatic decision in hands.</mt>
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| ex5=<mt p="Heartbeat" g="FableIII" altg="Fable III [SPOILER VIDEO]" w="{{R16by9W}}" h="{{R16by9H}}">The [[Heartbeat]] leaves no doubt that the player has a dramatic decision in hands.</mt>
| ex6=<mt p="Heartbeat" g="Buzz" altg="Buzz!" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
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| ex6=<mt p="Heartbeat" g="Buzz" altg="Buzz!: Brain of the World" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex7=<mt p="Heartbeat" g="Deadly Premonition" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex7=<mt p="Heartbeat" g="Deadly Premonition" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex8=<mt p="Heartbeat" g="The Path" w="{{R32by17W}}" h="{{R32by17H}}"></mt>
 
| ex8=<mt p="Heartbeat" g="The Path" w="{{R32by17W}}" h="{{R32by17H}}"></mt>
 
}}
 
}}

Latest revision as of 02:01, 26 August 2012

Front face Back face
The card's front face The card's back face

Synopsis

Perceptible sound of heartbeating.

Relationships

Contexts:
Character Soundprint , Awareness , Emotional Script , Entrainment , Anticipation , Imminent Death , Engagement .
Makes use of:
Foley .

Description

The sound of the Heartbeat, or some variation that more or less consciously resembles it, is a common presence in games.

The use of Heartbeat-like stimuli is rooted on the principle of Entrainment and it has a great impact in terms of the Emotional Script. It is usually associated to situations when it is required an exceptionally high level of Awareness.

Heartbeat-like stimuli may be part of Character Soundprint or may integrate the interface in a non-diegetic manner.

For Entrainment to be more effective, the intensity (loudness) of the Heartbeat starts discreetly and gradually increases to match the drama, possibly to the point of becoming the dominant sound. When the kind of Awareness that is to be signalled is related to time (as in Hurry Up!), it is common that the rhythm also increases, as that time vanishes, emulating the process of increasing Heartbeat rate of a person when facing an affliction.

Examples

InFamous: When in Imminent Death, hearing gets affected and Cole's heartbeat becomes the prevalent sound.
Dead to Rights: Retribution: When sneaking, Shadow's hearing focuses on people's acoustic expression and particularly in Heartbeat, which not only works as a beacon but also allows inferring their state of alertness.
Heavy Rain: The sound of the Heartbeat adds meaning to the already very emotional facial expression.
[show less examples...]
Limbo: A background pulse that resembles the Heartbeat augments the drama.
Fable III [SPOILER VIDEO]: The Heartbeat leaves no doubt that the player has a dramatic decision in hands.
Buzz!: Brain of the World:
Deadly Premonition:
The Path:

Additional Comments

In the field of music, the emotional effect of tempo relative to the Heartbeat has long been explored [pending ref].


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