Difference between revisions of "Sound Layers and Semantics"

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In [[Half-Life 2]] the player feels immersed in an [[Acoustic Ecology]] where sounds belonging to each of the layers has been explored
 
In [[Half-Life 2]] the player feels immersed in an [[Acoustic Ecology]] where sounds belonging to each of the layers has been explored
  
| ex1=<mt prompt="Ambiance" p="Ambience" g="HalfLife2" altg="Half-Life 2" h="140"></mt>
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| ex1=<mt prompt="Ambiance in HalfLife2" p="Ambience" g="HalfLife2" altg="Half-Life 2" h="140"></mt>
| ex2=<mt prompt="Dialogue" p="Dialogue" g="HalfLife2" altg="Half-Life 2" h="140"></mt>
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| ex2=<mt prompt="Dialogue in HalfLife2" p="Dialogue" g="HalfLife2" altg="Half-Life 2" h="140"></mt>
| ex3=<mt prompt="Foley" p="Foley" g="HalfLife2" altg="Half-Life 2" h="140"></mt>
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| ex3=<mt prompt="Foley in HalfLife2" p="Foley" g="HalfLife2" altg="Half-Life 2" h="140"></mt>
| ex4=<mt prompt="Music" p="Music" g="HalfLife2" altg="Half-Life 2" h="140"></mt>
+
| ex4=<mt prompt="Music in HalfLife2" p="Music" g="HalfLife2" altg="Half-Life 2" h="140"></mt>
| ex5=<mt prompt="Sound Effects" p="SoundEffects" g="HalfLife2" altg="Half-Life 2" h="140"></mt>
+
| ex5=<mt prompt="Sound Effects in HalfLife2" p="SoundEffects" g="HalfLife2" altg="Half-Life 2" h="140"></mt>
  
 
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| external=

Revision as of 13:25, 17 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

Sounds can be structured in layers according to its semantics and communicative purpose. The layers are: Ambiance, Foley, Sound Effects, Dialogue, and Music ([pending Peck, 2001, 2007)].

According to mindset and guidelines([pending)] on the basis of the work here presented, the explorations of Sound Design in Games benefit from considering all these layers in a holistic manner that may allow to produce an Acoustic Ecology rather then 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

In Half-Life 2 the player feels immersed in an Acoustic Ecology where sounds belonging to each of the layers has been explored

Ambiance in HalfLife2:
Dialogue in HalfLife2:
Foley in HalfLife2:
[show less examples...]
Music in HalfLife2:
Sound Effects in HalfLife2:


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) The presentation of the pattern in [pending] (Alves & Roque, 2010) guidelines (Alves & Roque, 2009, 2011)

SoundLayersAndSemantics-front-v10.pngSoundLayersAndSemantics-back-v10.png