Difference between revisions of "Ambiance"

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[[Ambiance]] is usually perceived only when other [[Sound Layers]] are absent or low volume. For that reason, from an emotional standpoint, [[Ambiance]] is commonly associated to phases of [[Relaxation]], when there are no other stimuli competing for focused attention. Still, in the case of horror games, [[Ambiance]] is typically used to support a continued feeling of [[Anticipation]], instead. But, again, also in those cases there are usually few other sounds and, actually, [[Silence]] is an important ingredient in the sound composition.
 
[[Ambiance]] is usually perceived only when other [[Sound Layers]] are absent or low volume. For that reason, from an emotional standpoint, [[Ambiance]] is commonly associated to phases of [[Relaxation]], when there are no other stimuli competing for focused attention. Still, in the case of horror games, [[Ambiance]] is typically used to support a continued feeling of [[Anticipation]], instead. But, again, also in those cases there are usually few other sounds and, actually, [[Silence]] is an important ingredient in the sound composition.
  
[[Ambiance]] can also serve to better establish an association with a particular geographical location through the exploration of archetypes.
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[[Ambiance]] can also serve to better establish an association with a particular geographical location through the exploration of archetypes (namely those imported from film tradition).
  
 
| examples=
 
| examples=

Revision as of 01:05, 15 October 2011

Front face Back face
The card's front face The card's back face

Synopsis

Sounds of the environment.

Relationships

Contexts:
Sound Layers and Semantics File:M385px-SoundLayersAndSemantics-front-v20.png, Relaxation , Emotional Script , Narrative , Entrainment .
Peers:
Foley , Sound Effects , Music , Dialogue .
Calls for:
Acoustic Ecology , Requisite Variety File:M385px-RequisiteVariety-front-v20.png.

Description

Ambiance consists in the sounds of the environment. It contributes to the appreciation for the scenario, by reinforcing and complementing the graphical representation.

Ambiance is usually perceived only when other Sound Layers are absent or low volume. For that reason, from an emotional standpoint, Ambiance is commonly associated to phases of Relaxation, when there are no other stimuli competing for focused attention. Still, in the case of horror games, Ambiance is typically used to support a continued feeling of Anticipation, instead. But, again, also in those cases there are usually few other sounds and, actually, Silence is an important ingredient in the sound composition.

Ambiance can also serve to better establish an association with a particular geographical location through the exploration of archetypes (namely those imported from film tradition).

Examples

Tomb Raider Underworld:
Oblivion:
Silent Hill Homecoming:
[show less examples...]
Grand Theft Auto 4:
Far Cry 2:
Crysis:
Half-Life 2: A moment of calm allows to enjoy the Ambiance.
The Graveyard:
Papa Sangre:
Patapon:
Limbo:
Silent Hill:
Ico:



Ambiance-front-v10.pngAmbiance-back-v10.png