Difference between revisions of "Directionality"

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{{Card
 
{{Card
| notesontop= This is a candidate pattern, which may enter version 2.0 of the [[Deck]].
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| notesontop= introduced in version 2.0 of the [[Deck]].
| candidatecard = Candidate Card
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| deckversion=v20
| examplesintro = '''[Note: considering that this is still a candidate pattern, more examples then usually are presented, in order to provide a better support for the discussion.]'''<br />
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| name = Directionality
 
| name = Directionality
| synopsis = Exploring the ability to identifying the location of a sound source
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| v20frontface = Directionality-front-v20.png
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| v20backface = Directionality-back-v20.png
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| v20synopsis = Exploring the identification of the direction of a sound source
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| v20rel-tag1=Contexts:<br>
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| v20rel1=[[Awareness]]<br>
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| v20rel-tag2=May relate to:<br>
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| v20rel2=[[Beacon Locator]], [[Shout and Yell]], [[Unaware NPC]], [[Suspicious NPC]]<br>
 
| description =
 
| description =
Most modern 3D Games engines implement directionality to some extent. [[Directionality]] refers to the explorations of sound design that intentionally take advantage of that or even tweak it in some way, to achieve some effect, for instance in terms of the [[Gameplay]].  
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[[Directionality]] refers to the explorations of sound design that intentionally take advantage of that or even tweak it  
 +
in some way, to achieve an effect, for instance in terms of the gameplay.
  
 
[[Beacon Locator]] is one kind of exploration that may resort to [[Directionality]].
 
[[Beacon Locator]] is one kind of exploration that may resort to [[Directionality]].
 +
 +
[[Directionality]] may be even explored as part of the game [[Aesthetics]], for instance in [[Ambiance]]. A wandering fly
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and passing helicopters are fairly common examples.
  
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Modern 3D game engines implement directionality to some extent.
 
| examples =
 
| examples =
<br />In The Path the player is frequently incited to follow the sound [pending: double check this].<br />
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| ex1=<mt p="Directionality" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">Practicing the skill of facing a particular direction (only through sound), which is crucial for the gameplay.</mt>
In the final battle in Killzone [pending: not exactly "final" - search for its name] <spoiler>being able to locate the ever moving boss through his soundprint is instrumental to defeat him</spoiler>. That also applies to the confrontations with major bosses in Metal Gear Solid 4 (BB Corps and Vamp, namelly) [pending: double check this one].<br />
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| ex2=<mt p="Directionality" g="Red Dead Redemption" w="{{R16by9W}}" h="{{R16by9H}}">Following the sound to find a point of interest, in the absence of visual clues. (Also, see [[#External Resources|External Resources]]).</mt>
In an interview <ref name="isaza-rdr" />, the Audio Director of Red Dead Redemption refers that they "additionally focused on ensuring directionality of enemy gunfire".
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| ex3=<mt p="Directionality" g="Far Cry 2" w="{{R16by9W}}" h="{{R16by9H}}">Here the player promptly finds an unexpected NPC through the [[Directionality]] of his inquiring utterances (while [[Suspicious NPC]]).</mt>
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| ex4=<mt prompt="Killzone 2 [SPOILER VIDEO]" p="Directionality" g="Killzone 2" w="{{R16by9W}}" h="{{R16by9H}}">While fighting {{Spoiler| the final boss, being able to locate him through his soundprint is instrumental to succeed}}.</mt>
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| ex5=<mt p="Directionality" g="Halo" altg="Halo: Reach" w="{{R16by9W}}" h="{{R16by9H}}">A case in which the NPC's utterances reveal the direction of its position.</mt>
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<!--| ex6=<mt p="Directionality" g="MGS4" altg="Metal Gear Solid 4" w="{{R16by9W}}" h="{{R16by9H}}">Being able to locate the moving bosses through their soundprint is instrumental to defeat major bosses in Metal Gear Solid 4 (BB Corps and Vamp, namelly) [pending: double check this one].</mt>-->
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| external=
 +
In an interview <ref name="isaza-rdr" />, the Audio Director of Red Dead Redemption refers that they "additionally focused on ensuring directionality of enemy gunfire".<br />
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Theoretical background on localisation through sound.<ref name="Farnell" /> <sup>(p. 79)</sup>.<br />
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<ref name="Stockburger2006" />
 
| showrefs = 1
 
| showrefs = 1
 
| revisions =
 
| revisions =
 
Suggested after version 1.0
 
Suggested after version 1.0
 
}}
 
}}

Latest revision as of 19:03, 24 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

Exploring the identification of the direction of a sound source.

Relationships

Contexts:
Awareness .
May relate to:
Beacon Locator , Shout and Yell , Unaware NPC , Suspicious NPC .

Description

Directionality refers to the explorations of sound design that intentionally take advantage of that or even tweak it in some way, to achieve an effect, for instance in terms of the gameplay.

Beacon Locator is one kind of exploration that may resort to Directionality.

Directionality may be even explored as part of the game Aesthetics, for instance in Ambiance. A wandering fly and passing helicopters are fairly common examples.

Modern 3D game engines implement directionality to some extent.

Examples

Papa Sangre: Practicing the skill of facing a particular direction (only through sound), which is crucial for the gameplay.
Red Dead Redemption: Following the sound to find a point of interest, in the absence of visual clues. (Also, see External Resources).
Far Cry 2: Here the player promptly finds an unexpected NPC through the Directionality of his inquiring utterances (while Suspicious NPC).
[show less examples...]
Killzone 2 [SPOILER VIDEO]: While fighting [SHOW SPOILER].
Halo: Reach: A case in which the NPC's utterances reveal the direction of its position.


External Resources

In an interview [1], the Audio Director of Red Dead Redemption refers that they "additionally focused on ensuring directionality of enemy gunfire".
Theoretical background on localisation through sound.[2](p. 79).
[3]

References

  1. Isaza, M. 2010. “Red Dead Redemption” – Exclusive Interview with Audio Director Jeffrey Whitcher. Designing Sound. http://designingsound.org/2010/08/red-dead-redemption-exclusive-interview-with-audio-director-jeffrey-whitcher/
  2. Farnell, A. 2011. Behaviour, structure and causality in procedural audio. In M. Grimshaw (Ed.), Game Sound Technology and Player Interaction: Concepts and Developments. Hershey, PA: IGI Global.
  3. Stockburger, A. 2006. The Rendered Arena : Modalities of Space in Video and Computer Games. Doctoral Thesis. http://www.stockburger.at/files/2010/04/Stockburger_Phd.pdf

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