Difference between revisions of "Breath"
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| revisions =Introduced in version 1.0 | | revisions =Introduced in version 1.0 | ||
| examples= | | examples= | ||
− | | ex1=<mt p="Breath" g="Heavy Rain" h="140">This | + | | ex1=<mt p="Breath" g="Heavy Rain" h="140">This [[Cut-Scenes|Cut-Scene]] uses [[Breath]] to augment the perception of distress.</mt> |
| ex2=<mt p="Breath" g="Mini Ninjas" h="200">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</mt> | | ex2=<mt p="Breath" g="Mini Ninjas" h="200">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</mt> | ||
| ex3=<mt p="Breath" g="Chaos Theory" h="200"></mt> | | ex3=<mt p="Breath" g="Chaos Theory" h="200"></mt> | ||
− | | ex4=<mt p="Breath" g="HalfLife2" altg="Half-Life 2" h="140">In this case the semantics is reversed. We hear Freeman trying to ''hold'' is [[Breath]], not to get drown, which is a | + | | ex4=<mt p="Breath" g="HalfLife2" altg="Half-Life 2" h="140">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]].</mt> |
− | | ex5=<mt p="Breath" g="Papa Sangre" h="140"></mt> | + | | ex5=<mt p="Breath" g="Papa Sangre" h="140">[[Breath]] helps to perceive the pace and provide one more element to give existence to a character who the player never sees.</mt> |
| ex6=<mt p="Breath" g="Limbo" h="140">[[Breath]] (together with [[Footsteps]]) puts the focus on the character and messages his effort.</mt> | | ex6=<mt p="Breath" g="Limbo" h="140">[[Breath]] (together with [[Footsteps]]) puts the focus on the character and messages his effort.</mt> | ||
− | | ex7=<mt p="Breath" g="Halo" h="140"></mt> | + | | ex7=<mt p="Breath" g="Halo" h="140">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> |
| ex8=<mt p="Breath" g="Silent Hill" h="140">The uneasy [[Breath]], after a run, adds to the already distressful [[Acoustic Ecology]].</mt> | | ex8=<mt p="Breath" g="Silent Hill" h="140">The uneasy [[Breath]], after a run, adds to the already distressful [[Acoustic Ecology]].</mt> | ||
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Revision as of 23:54, 19 August 2011
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The card's front face | The card's back face |
Contents
[hide]Synopsis
Perceptible sound of breathing. |
Relationships
Contexts:
Character Soundprint , Awareness
, Emotional Script
, Entrainment
.
Relates to:
Grunts .
Makes use of:
Foley .
Description
Examples
![]() ![]() |
![]() ![]() 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
|
![]() ![]() 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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