Difference between revisions of "Noise"

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{{Card
 
{{Card
| name =Noise
+
| notesontop= introduced in version 2.0 of the [[Deck]].
| deckversion =2.0
+
| deckversion=v20
| synopsis =Using noise, either as foley or as ambiance
+
| v20frontface =Noise-front-v20.png
| patternpresentation = This is a candidate pattern/card for version 2.0
+
| v20backface =Noise-back-v20.png
 +
| v20synopsis =The purposeful use of noise  
 +
| patternpresentation =
 
| cardpresentation=
 
| cardpresentation=
| frontface =Noise-front-v10.png
 
| backface =Noise-back-v10.png
 
 
| screenshots=
 
| screenshots=
| rel-tag1=Contexts:<br>
+
| v20rel-tag1=Contexts:<br>
| rel1=[[Ambiance]], [[Gameplay]]<br>
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| v20rel1=[[Aesthetics]], [[Acoustic Ecology]], [[Emotional Script]], [[Awareness]]<br>
| rel-tag1=Makes use of:<br>
+
| v20rel-tag2=Often uses:<br>
| rel1=[[Foley]]<br>
+
| v20rel2=[[Ambiance]], [[Foley]]<br>
 
| description=
 
| description=
[[Noise]] may be used in disparate circumstances, ranging from [[Ambiance]] to part of the [[Gameplay]].
+
[[Noise]] may be used in disparate circumstances, ranging from [[Ambiance]] to part of the gameplay. Usually, it is specifically intended to shape the [[Emotional Script]].
"Noise" does not have to be actual noise. It may consist of a sound that due to its intensity is perceived as such.
+
  
Limbo present us an example of the use [[Noise]] as part of the [[Ambiance]]. In this case, noise is constant and soft.
+
"Noise" does not have to be actual noise. It may consist of sound that due to its acoustic properties is perceived as such.
  
In the Silent Hill series, the PC carries a [[Radio]] which emits a static noise when there are enemies in the surroundings, which is a relevant element of [[Gameplay]].
+
| examples=
 +
| ex1=<mt p="Noise" g="Gadget" altg="iGadget" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 +
| ex2=<mt p="Noise" g="Limbo" w="{{R16by9W}}" h="{{R16by9H}}">Limbo presents us an example of the use of [[Noise]] as part of the [[Ambiance]] {{Pending|[REF]}}. In this case, noise is constant and soft.</mt>
 +
| ex3=<mt p="Noise" g="Silent Hill" w="{{RPS2W}}" h="{{RPS2H}}">In the Silent Hill series, the PC carries a [[Radio]] that emits a static [[Noise]] when there are enemies in the surroundings, contributing to [[Awareness]], which is a relevant element of gameplay.</mt>
 +
| ex4=<mt p="Noise" g="Flower" w="{{R16by9W}}" h="{{R16by9H}}">[[Noise]] as part of the starting point for the unfolding of the [[Emotional Script]] along the experience, as explored in the game's [[Menus]]. In the beginning of the game the [[Menus|Menu]] presents an [[Acoustic Ecology]] (predominantly [[Ambiance]]) allusive to a emotionally negative environment. As the game progresses, it becomes more positive and eventually it becomes highly rewarding.</mt>
 +
| ex5=<mt p="Noise" g="Chaos Theory" altg="Tom Clancy's Splinter Cell Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}">The level of [[Noise]] as part of the gameplay, namely in [[Stealth]] operations. Here, [[Noise]] is understood as the ''loudness'' of the [[Ambiance]] and of the PC's actions. If the PC makes more [[Noise]] than its surroundings he is heard by the opponents. The HUD includes an aural monitor that allows comparing both levels of [[Noise]].
 +
</mt>
 +
| ex6=<mt p="Noise" g="Silent Hill Homecoming" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
| ex7=<mt p="Noise" g="The Path" w="{{R32by17W}}" h="{{R32by17H}}"></mt>
  
In ___ the PC takes advantage of the noisy environments to carry out some Stealth operations.
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| external=
 +
[http://gaming.wikia.com/wiki/Tom_Clancy's_Splinter_Cell:_Chaos_Theory Tom Clancy's Splinter Cell: Chaos Theory Wikia Gaming]
 
}}
 
}}

Latest revision as of 03:07, 26 August 2012

Deck←
introduced in version 2.0 of the Deck.
Front face Back face
The card's front face The card's back face

Synopsis

The purposeful use of noise.

Relationships

Contexts:
Aesthetics , Acoustic Ecology , Emotional Script , Awareness .
Often uses:
Ambiance , Foley .

Description

Noise may be used in disparate circumstances, ranging from Ambiance to part of the gameplay. Usually, it is specifically intended to shape the Emotional Script.

"Noise" does not have to be actual noise. It may consist of sound that due to its acoustic properties is perceived as such.

Examples

iGadget:
Limbo: Limbo presents us an example of the use of Noise as part of the Ambiance [pending:[REF]]. In this case, noise is constant and soft.
Silent Hill: In the Silent Hill series, the PC carries a Radio that emits a static Noise when there are enemies in the surroundings, contributing to Awareness, which is a relevant element of gameplay.
[show less examples...]
Flower: Noise as part of the starting point for the unfolding of the Emotional Script along the experience, as explored in the game's Menus. In the beginning of the game the Menu presents an Acoustic Ecology (predominantly Ambiance) allusive to a emotionally negative environment. As the game progresses, it becomes more positive and eventually it becomes highly rewarding.
Tom Clancy's Splinter Cell Chaos Theory: The level of Noise as part of the gameplay, namely in Stealth operations. Here, Noise is understood as the loudness of the Ambiance and of the PC's actions. If the PC makes more Noise than its surroundings he is heard by the opponents. The HUD includes an aural monitor that allows comparing both levels of Noise.
Silent Hill Homecoming:
The Path:


External Resources

Tom Clancy's Splinter Cell: Chaos Theory Wikia Gaming

FakeX-front-v10.pngFakeX-back-v10.png