Difference between revisions of "Sound Effects"
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Revision as of 19:37, 21 December 2011
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The card's front face | The card's back face |
Synopsis
Sounds that make abstract or imaginary objects concrete. |
Relationships
Many contexts, including:
Engagement , Achievement
, Failure
, Beacon Locator
, Window of Opportunity
, Menus
, Signature
, ....
Close to:
Foley .
Relates to:
Acoustic Ecology .
Calls for:
Variety .
May call for:
Subtitles and Captions .
Description
Sound Effects constitutes one of the Sound Layers of an Acoustic Ecology, along with Foley, Ambiance, Music, and Dialogue [Peck (pending)]. We are adopting one definition [Peck (pending)] that allows to differentiate them from Foley, which constitute a common discussion. Whilst Foley consists of the set sounds that characterize an entity or event (e.g., closing a door), Sound Effects are sounds that are created ("invented") so that they may be associated to an entity or aspect whose own sonic expression does not exist or is not perceptible. The most quoted example of Sound Effects is the sound of the laser sword from the Star Wars movie series. Still, it is worth mentioning that many authors/designers use both terms interchangeably.
Examples
![]() ![]() Half-Life 2: Picking these and activating the imaginary objects is accompanied representative Sound Effects. (In the case of the ammunitions the Foley of loading them into a gun is used instead.)
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![]() ![]() Tetris: Sound Effects are used to accompany flipping and sliding movements. The effect chosen for the impacts is closer to be considered Foley, given the resemblance to the sound of actual blocks falling on top of others.
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External Resources
The history of the sound of laser sword