Difference between revisions of "Half-Life 2"

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| ex21=<mt prompt="[[Sound Effects]]" p="SoundEffects" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">Picking this objects is accompanied representative [[Sound Effects]].</mt>
 
| ex21=<mt prompt="[[Sound Effects]]" p="SoundEffects" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">Picking this objects is accompanied representative [[Sound Effects]].</mt>
 
| ex22=<mt prompt="[[Sound Layers and Semantics]]" p="SoundLayersAndSemantics" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex22=<mt prompt="[[Sound Layers and Semantics]]" p="SoundLayersAndSemantics" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
| ex23=<mt prompt="[[Subtitles and Captions]]" p="SubtitlesAndCaptions" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
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| ex23=<mt prompt="[[Subtitles and Captions]]" p="SubtitlesAndCaptions" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">Very detailed captions describe each relevant sound.</mt>
 
| ex24=<mt prompt="[[Requisite Variety]]" p="RequisiteVariety" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex24=<mt prompt="[[Requisite Variety]]" p="RequisiteVariety" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
}}
 
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Revision as of 22:26, 21 September 2011

Synopsis

List of identified patterns

Acoustic Ecology , Ambiance , Awareness , Breath , Cut-Scenes File:M385px-Cut-Scenes-front-v20.png, Death , Decay , Dialogue , Foley , Footsteps , Helper Voice , Imminent Death , Menus , Music , No Can Do , Ouch! , Radio , Say that Again , Shout and Yell , Signature , Sound Effects , Sound Layers and Semantics File:M385px-SoundLayersAndSemantics-front-v20.png, Subtitles and Captions , Requisite Variety File:M385px-RequisiteVariety-front-v20.png.

Examples

Ambiance: A moment of calm allows to enjoy the Ambiance.
Breath: In this case the semantics is reversed. We hear Freeman trying to hold is Breath, not to get drown, which is a clear indicator of Imminent Death that is also very effective in terms of the Emotional Script.
Dialogue: This scene includes disparate explorations of Dialogue. For instance some of the action is experienced exclusively through the discourse, with no visual support.
Foley: The interaction with objects is accompanied by the respective Foley.
Menus: When accessing the menu the Ambiance from Gameplay continues to be heard.
Music: Music prepares and supports the haste of a fight.
Say that Again: Insisting on interacting with a character triggers equivalent messages.
Shout and Yell: A hostile creature shouts as it attacks the PC.
Sound Effects: Picking this objects is accompanied representative Sound Effects.
Subtitles and Captions: Very detailed captions describe each relevant sound.