Difference between revisions of "Sound Effects"

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| name =Sound Effects
 
| name =Sound Effects
 
| deckversion =1.0
 
| deckversion =1.0
| synopsis =Sounds that make abstract or imaginary objects concrete
+
| v10synopsis =Sounds that make abstract or imaginary objects concrete
 +
| v20synopsis =Sounds that make abstract or imaginary objects concrete
 
| patternpresentation =
 
| patternpresentation =
 
| cardpresentation=
 
| cardpresentation=
| frontface =SoundEffects-front-v10.png
+
| v10frontface =SoundEffects-front-v10.png
| backface =SoundEffects-back-v10.png
+
| v10backface =SoundEffects-back-v10.png
 +
| v20frontface =SoundEffects-front-v20.png
 +
| v20backface =SoundEffects-back-v20.png
 
| screenshots=
 
| screenshots=
| rel-tag1=Many contexts, including:<br>
+
| v10rel-tag1=Many contexts, including:<br>
| rel1=[[Sound Layers and Semantics]], [[Menus]], [[Signature]], [[Engagement]], [[Window of Opportunity]], [[Beacon Locator]], ...<br>
+
| v10rel1=[[Sound Layers and Semantics]], [[Menus]], [[Signature]], [[Engagement]], [[Window of Opportunity]], [[Beacon Locator]], ...<br>
| rel-tag2=Peers:<br>
+
| v10rel-tag2=Peers:<br>
| rel2=[[Ambiance]], [[Foley]], [[Music]], [[Dialogue]]<br>
+
| v10rel2=[[Ambiance]], [[Foley]], [[Music]], [[Dialogue]]<br>
| rel-tag3=Close to:<br>
+
| v10rel-tag3=Close to:<br>
| rel3=[[Foley]]<br>
+
| v10rel3=[[Foley]]<br>
| rel-tag4=Calls for:<br>
+
| v10rel-tag4=Calls for:<br>
| rel4=[[Requisite Variety]], [[Acoustic Ecology]]<br>
+
| v10rel4=[[Requisite Variety]], [[Acoustic Ecology]]<br>
| rel-tag5=May call for:<br>
+
| v10rel-tag5=May call for:<br>
| rel5=[[Subtitles and Captions]]<br>
+
| v10rel5=[[Subtitles and Captions]]<br>
| revisions =Introduced in version 1.0
+
| v20rel-tag1=Many contexts, including:<br>
 +
| v20rel1=[[Engagement]], [[Achievement]], [[Failure]], [[Beacon Locator]], [[Window of Opportunity]], [[Menus]], [[Signature]], ...<br>
 +
| v20rel-tag2=Close to:<br>
 +
| v20rel2=[[Foley]]<br>
 +
| v20rel-tag3=Relates to:<br>
 +
| v20rel3=[[Acoustic Ecology]]<br>
 +
| v20rel-tag4=Calls for:<br>
 +
| v20rel4=[[Variety]]<br>
 +
| v20rel-tag5=May call for:<br>
 +
| v20rel5=[[Subtitles and Captions]]<br>| revisions =Introduced in version 1.0
 
| description=
 
| description=
[[Sound Effects]] constitutes one of the [[Sound Layers and Semantics]] of an [[Acoustic Ecology]], along with [[Foley]], [[Ambiance]], [[Music]], and [[Dialogue]] [http://www.example.com [Peck (pending)]]. We are adopting one definition [http://www.example.com [Peck (pending)]] that allows to differentiate them from [[Foley]], which constitute a common discussion. Whilst [[Foley]] consists of the set sounds that characterize an entity or event (e.g., closing a door), [[Sound Effects]] are sounds that are created ("invented") so that they may be associated to an entity or aspect whose own sonic expression does not exist or is not perceptible. The most quoted example of [[Sound Effects]] is the sound of the laser sword from the Star Wars movie series. Still, it is worth mentioning that many authors/designers use both terms interchangeably.
+
[[Sound Effects]] constitutes one of the [[Sound Layers]] of an [[Acoustic Ecology]], along with [[Foley]], [[Ambiance]], [[Music]], and [[Dialogue]]<ref name="Peck2001" /><ref name="Peck2007" />. We are adopting one definition<ref name="Peck2001" /><ref name="Peck2007" /> that allows differentiating them from [[Foley]], which constitute a common discussion. Whilst [[Foley]] consists of the set sounds that characterize an entity or event (e.g., closing a door), [[Sound Effects]] are sounds that are created ("invented") so that they may be associated to an entity or aspect whose own sonic expression does not exist or is not perceptible. The most quoted example of [[Sound Effects]] is the sound of the laser sword from the Star Wars movie series. Still, it is worth mentioning that many authors/designers use both terms interchangeably.
  
 
| external=
 
| external=
The history of the sound of laser  sword
+
The history of the sound of laser  sword {{Pending|[REF]}}<br />
 +
There are many great resources on [[Sound Effects]] production, including: (Viers, 2008)<ref name="Viers" />, and (Farnell, 2011, particularly part IV)<ref name="Farnell" />.
 
| examples=
 
| examples=
| ex1=<mt p="SoundInput" g="Singstar" h="140"></mt>
+
{{NoVideo|'''Lego Star Wars III: The Clone Wars: ''' The sound of the laser swords in the "Star Wars" media franchise is perhaps the most well known example of [[Sound Effects]].}}
| ex2=<mt p="SoundInput" g="Aquaria" h="200"></mt>
+
| ex1=<mt p="SoundEffects" g="Flow" altg="FlOw" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
| ex3=<mt p="SoundInput" g="Patapon" h="140"></mt>
+
| ex2=<mt p="SoundEffects" g="Tetris" w="{{ViPhoneW}}" h="{{ViPhoneH}}">[[Sound Effects]] are used to accompany flipping and sliding movements. The effect chosen for the impacts is closer to be considered [[Foley]], given the resemblance to the sound of actual blocks falling on top of others.</mt>
 +
| ex3=<mt p="SoundEffects" g="Pac Man" altg="Pac-Man" w="{{ViPhoneW}}" h="{{ViPhoneH}}"></mt>
 +
| ex4=<mt p="SoundEffects" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">Notice the explanation: "That sparkle sound is the sound of the light".</mt>
 +
| ex5=<mt p="SoundEffects" g="MGS4" altg="Metal Gear Solid 4: Guns of the Patriots" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
| ex6=<mt p="SoundEffects" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">Picking and activating the imaginary objects is accompanied with representative [[Sound Effects]]. (In the case of the ammunitions the [[Foley]] of loading them into a gun is used instead.)</mt>
 +
| ex7=<mt p="SoundEffects" g="Ico" w="{{RPS2W}}" h="{{RIcoH}}"></mt>
 +
| ex8=<mt p="SoundEffects" g="Crysis" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 +
| ex9=<mt p="SoundEffects" g="Halo" altg="Halo: Reach" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
 
 +
<!--
 +
| ex_=<mt p="SoundEffects" g="Hexic" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
| ex_=<mt p="SoundEffects" g="PinballFx" altg="Pinball FX" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
| ex_=<mt p="SoundEffects" g="Patapon " w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
-->
 +
<!--| ex_=<mt p="SoundEffects" g="Lego Star Wars" h="200"></mt>-->
 +
| showrefs=1
 
}}
 
}}

Latest revision as of 12:53, 26 August 2012

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

Synopsis

Sounds that make abstract or imaginary objects concrete.

Relationships

Many contexts, including:
Engagement , Achievement , Failure , Beacon Locator , Window of Opportunity , Menus , Signature , ....
Close to:
Foley .
Relates to:
Acoustic Ecology .
Calls for:
Variety .
May call for:
Subtitles and Captions .

Description

Sound Effects constitutes one of the Sound Layers of an Acoustic Ecology, along with Foley, Ambiance, Music, and Dialogue[1][2]. We are adopting one definition[1][2] that allows differentiating them from Foley, which constitute a common discussion. Whilst Foley consists of the set sounds that characterize an entity or event (e.g., closing a door), Sound Effects are sounds that are created ("invented") so that they may be associated to an entity or aspect whose own sonic expression does not exist or is not perceptible. The most quoted example of Sound Effects is the sound of the laser sword from the Star Wars movie series. Still, it is worth mentioning that many authors/designers use both terms interchangeably.

Examples

Lego Star Wars III: The Clone Wars: The sound of the laser swords in the "Star Wars" media franchise is perhaps the most well known example of Sound Effects.
FlOw:
Tetris: Sound Effects are used to accompany flipping and sliding movements. The effect chosen for the impacts is closer to be considered Foley, given the resemblance to the sound of actual blocks falling on top of others.
Pac-Man:
[show less examples...]
Papa Sangre: Notice the explanation: "That sparkle sound is the sound of the light".
Metal Gear Solid 4: Guns of the Patriots:
Half-Life 2: Picking and activating the imaginary objects is accompanied with representative Sound Effects. (In the case of the ammunitions the Foley of loading them into a gun is used instead.)
Ico:
Crysis:
Halo: Reach:


External Resources

The history of the sound of laser sword [pending:[REF]]
There are many great resources on Sound Effects production, including: (Viers, 2008)[3], and (Farnell, 2011, particularly part IV)[4].

References

  1. 1.01.1 Peck, N. 2001. Beyond the library: Applying film postproduction techniques to game sound design - lecture. In Game Developers Conference 2001.
  2. 2.02.1 Peck, N. 2007. CoFesta/TGS (September 2007).
  3. Viers, R. 2008. The sound effects bible. Michael Wiese Productions, Seattle/US.
  4. 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.

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