Difference between revisions of "Breath"
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| 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> | | 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="200"></mt> | | ex5=<mt p="Breath" g="Penumbra" altg="Penumbra: Overture" h="200"></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" 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> | ||
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Revision as of 22:25, 28 November 2011
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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 synchronised 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
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![]() ![]() 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, characterise very efficiently the movements and support an Entrainment that allows the game to be felt in first-person.
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![]() ![]() 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
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![]() ![]() Tom Clancy's Splinter Cell: Chaos Theory: Breath complements the Character Soundprint in a context when it makes sense
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![]() ![]() Half-Life 2: In this case the semantics is reversed. We hear Freeman trying to hold is Breath, not to get drown, which is a clear indicator of Imminent Death that is also very effective in terms of the Emotional Script.
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