Difference between revisions of "Breath"
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| name =Breath | | name =Breath | ||
| deckversion =1.0 | | deckversion =1.0 | ||
− | | | + | | v10synopsis =Perceptible sound of breathing |
+ | | v20synopsis =Perceptible sound of breathing | ||
| patternpresentation = | | patternpresentation = | ||
| cardpresentation= | | cardpresentation= | ||
Line 10: | Line 11: | ||
| v20backface =Breath-back-v20.png | | v20backface =Breath-back-v20.png | ||
| screenshots= | | screenshots= | ||
− | | | + | | v10rel-tag1=Contexts:<br> |
− | | | + | | v10rel1=[[Character Soundprint]], [[Awareness]], [[Emotional Script]], [[Entrainment]]<br> |
− | | | + | | v10rel-tag2=Relates to:<br> |
− | | | + | | v10rel2=[[Grunts]]<br> |
− | | | + | | v10rel-tag3=Makes use of:<br> |
− | | | + | | v10rel3=[[Foley]]<br> |
+ | | v20rel-tag1=Contexts:<br> | ||
+ | | v20rel1=[[Character Soundprint]], [[Awareness]], [[Emotional Script]], [[Entrainment]]<br> | ||
+ | | v20rel-tag2=Relates to:<br> | ||
+ | | v20rel2=[[Grunts]]<br> | ||
+ | | v20rel-tag3=Makes use of:<br> | ||
+ | | v20rel3=[[Foley]]<br> | ||
+ | |||
| revisions =Introduced in version 1.0 | | revisions =Introduced in version 1.0 | ||
| description= | | description= | ||
− | [[Breath]] is one possible component of the [[Character Soundprint]] that can message particular circumstances, such as fatigue, stress, and pain. Uneasy breath is often complemented by [[Grunts]] | + | [[Breath]] is one possible component of the [[Character Soundprint]] that can message particular circumstances, such as fatigue, stress, and pain. Uneasy breath is often complemented by [[Grunts]] synchronized with (and possibly replacing) exhalation. |
Unlike [[Footsteps]] (arguably the most prevalent component of [[Character Soundprint]]), [[Breath]] is not constantly heard. It is "triggered" by meaningful associations such as hard movement, injury, and emotional situations. This exceptional appearance makes it more noticeable and effective in signalling such associations. | Unlike [[Footsteps]] (arguably the most prevalent component of [[Character Soundprint]]), [[Breath]] is not constantly heard. It is "triggered" by meaningful associations such as hard movement, injury, and emotional situations. This exceptional appearance makes it more noticeable and effective in signalling such associations. | ||
| examples= | | examples= | ||
− | | ex2=<mt p=" | + | {{NoVideo | '''Crysis:'''}} |
− | | ex6=<mt p="Breath" g="HalfLife2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">In this case the semantics is reversed. We hear Freeman trying to ''hold'' | + | | ex2=<mt p="Grunts" g="Mirrors Edge" altg="Mirror's Edge" w="{{R4by3W}}" h="{{R4by3H}}">In this game [[Breath]] is highly naturalist and effective in terms of the [[Emotional Script]]. All the complexity of timings and intensities of breath holding, sonorous exhalations and [[Grunts]], characterize very efficiently the movements and support an [[Entrainment]] that allows the game to be felt in first-person.</mt> |
− | | ex1=<mt p="Breath" g="Heavy Rain" w="{{R16by9W}}" h="{{R16by9H}}">This [[ | + | | ex3=<mt p="Breath" g="The Path" w="{{R32by17W}}" h="{{R32by17H}}">A case of usage of the sound of [[Breath]] not exactly to represent the PC's actual breathing but to characterize a context in terms of the [[Emotional Script]].</mt> |
+ | | ex6=<mt p="Breath" g="HalfLife2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">In this case the semantics is reversed. We hear Freeman trying to ''hold'' his [[Breath]], not to get drown, which is a clear indicator of [[Imminent Death]] that is also very effective in terms of the [[Emotional Script]].</mt> | ||
+ | | ex1=<mt p="Breath" g="Heavy Rain" w="{{R16by9W}}" h="{{R16by9H}}">This [[Cutscenes|Cutscene]] uses [[Breath]] to augment the perception of distress.</mt> | ||
| ex8=<mt p="Breath" g="Limbo" w="{{R16by9W}}" h="{{R16by9H}}">[[Breath]] (together with [[Footsteps]]) puts the focus on the character and messages his effort.</mt> | | ex8=<mt p="Breath" g="Limbo" w="{{R16by9W}}" h="{{R16by9H}}">[[Breath]] (together with [[Footsteps]]) puts the focus on the character and messages his effort.</mt> | ||
− | | | + | | ex12=<mt p="Breath" g="Mini Ninjas" w="{{R5by4W}}" h="{{R5by4H}}">Amongst the several selectable PC, Futo is the only one whose breath is perceptible (when running). This singularity in the [[Character Soundprint]] makes sense considering is physical characteristics.</mt> |
− | | ex7=<mt p="Breath" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">[[Breath]] helps to | + | | ex7=<mt p="Breath" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">[[Breath]] helps to characterize the pace (running, instead of walking) and provides one more element to give existence to a character who the player never sees.</mt> |
− | | ex4=<mt p="Breath" g="Chaos Theory" altg="Tom Clancy's Splinter Cell | + | | ex4=<mt p="Breath" g="Chaos Theory" altg="Tom Clancy's Splinter Cell Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}"> [[Breath]] complements the [[Character Soundprint]] in a context when it makes sense.</mt> |
− | | ex5=<mt p="Breath" g="Penumbra" altg="Penumbra: Overture" h=" | + | | ex5=<mt p="Breath" g="Penumbra" altg="Penumbra: Overture" w="{{R5by4W}}" h="{{R5by4H}}"></mt> |
− | | ex9=<mt p="Breath" g="Pond" altg="pOnd" w="{{R16by9W}}" h="{{R16by9H}}">[[Breath]] as the main (actually the sole) element of | + | | ex9=<mt p="Breath" g="Pond" altg="pOnd" w="{{R16by9W}}" h="{{R16by9H}}">[[Breath]] as the main (actually the sole) element of gameplay.</mt> |
− | | ex10=<mt p="Breath" g="Halo" w="{{R16by9W}}" h="{{R16by9H}}">The gameplay does not allow long runs. This [[Breath]] sound helps to accept that is because it is hard for the character to do it.</mt> | + | | ex10=<mt p="Breath" g="Halo" altg="Halo: Reach" w="{{R16by9W}}" h="{{R16by9H}}">The gameplay does not allow long runs. This [[Breath]] sound helps to accept that is because it is hard for the character to do it.</mt> |
| ex11=<mt p="Breath" g="Silent Hill" w="{{R16by9W}}" h="{{RSHH}}">The uneasy [[Breath]], after a run, adds to the already distressful [[Acoustic Ecology]].</mt> | | ex11=<mt p="Breath" g="Silent Hill" w="{{R16by9W}}" h="{{RSHH}}">The uneasy [[Breath]], after a run, adds to the already distressful [[Acoustic Ecology]].</mt> | ||
+ | | ex13=<mt p="Breath" g="Deadly Premonition" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | | ex14=<mt p="Breath" g="Dead to Rights" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | |||
}} | }} |
Latest revision as of 18:01, 26 August 2012
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The card's front face | The card's back face |
Contents
[hide]Synopsis
Perceptible sound of breathing. |
Relationships
Contexts:
Character Soundprint , Awareness
, Emotional Script
, Entrainment
.
Relates to:
Grunts .
Makes use of:
Foley .
Description
Breath is one possible component of the Character Soundprint that can message particular circumstances, such as fatigue, stress, and pain. Uneasy breath is often complemented by Grunts synchronized with (and possibly replacing) exhalation.
Unlike Footsteps (arguably the most prevalent component of Character Soundprint), Breath is not constantly heard. It is "triggered" by meaningful associations such as hard movement, injury, and emotional situations. This exceptional appearance makes it more noticeable and effective in signalling such associations.
Examples
Crysis:
![]() ![]() |
![]() ![]() Mirror's Edge: In this game Breath is highly naturalist and effective in terms of the Emotional Script. All the complexity of timings and intensities of breath holding, sonorous exhalations and Grunts, characterize very efficiently the movements and support an Entrainment that allows the game to be felt in first-person.
|
![]() ![]() The Path: A case of usage of the sound of Breath not exactly to represent the PC's actual breathing but to characterize a context in terms of the Emotional Script.
|
![]() ![]() Tom Clancy's Splinter Cell Chaos Theory: Breath complements the Character Soundprint in a context when it makes sense.
|
![]() ![]() Half-Life 2: In this case the semantics is reversed. We hear Freeman trying to hold his Breath, not to get drown, which is a clear indicator of Imminent Death that is also very effective in terms of the Emotional Script.
|
![]() ![]() |
![]() ![]() |
![]() ![]() Mini Ninjas: Amongst the several selectable PC, Futo is the only one whose breath is perceptible (when running). This singularity in the Character Soundprint makes sense considering is physical characteristics.
|