Difference between revisions of "Sound Layers and Semantics"

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{{Card
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#REDIRECT [[Sound Layers]]
| name =Sound Layers and Semantics
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| deckversion =1.0
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| deprecatedcard = {{ToBeDiscontinuedAfterV-1-0}}
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| synopsis =Grouping design decisions according to their semantics
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| patternpresentation =
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| cardpresentation=
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| frontface =SoundLayersAndSemantics-front-v10.png
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| backface =SoundLayersAndSemantics-back-v10.png
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| screenshots=
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| rel-tag1=Context:<br>
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| rel1=[[Sound Design in Games]]<br>
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| rel-tag2=Parts:<br>
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| rel2=[[Ambiance]], [[Foley]], [[Sound Effects]], [[Music]], [[Dialogue]]<br>
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| rel-tag3=Makes use of:<br>
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| rel3=[[Acoustic Ecology]]<br>
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| revisions =Introduced in version 1.0
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| description=
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Sounds can be structured in layers according to its semantics and communicative purpose. The layers are: [[Ambiance]], [[Foley]], [[Sound Effects]], [[Dialog]], and [[Music]] [http://www.example.com Peck, 2001, 2007].
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According to [[The overall mindset|mindset]] and guidelines[http://www.example.com link title] 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.
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| external=
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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).<br />
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Peck, N. CoFesta/TGS Tokyo, Japan.(2007)
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The presentation of the pattern in [pending] (Alves & Roque, 2010)
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guidelines (Alves & Roque, 2009, 2011)
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}}
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Latest revision as of 19:49, 25 December 2011

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