Difference between revisions of "Sound Layers and Semantics"
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| − | Peck, N., Beyond the library: Applying film postproduction techniques to game sound design. in Proc. of Game Developers Conference, (San Jose CA, USA, 2001). | + | Peck, N., Beyond the library: Applying film postproduction techniques to game sound design. in Proc. of Game Developers Conference, (San Jose CA, USA, 2001).<br /> |
Peck, N. CoFesta/TGS Tokyo, Japan.(2007) | Peck, N. CoFesta/TGS Tokyo, Japan.(2007) | ||
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Revision as of 22:31, 10 August 2011
| 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
Examples
External Resources
Peck, N., Beyond the library: Applying film postproduction techniques to game sound design. in Proc. of Game Developers Conference, (San Jose CA, USA, 2001).
Peck, N. CoFesta/TGS Tokyo, Japan.(2007)