Difference between revisions of "Breath"
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| revisions =Introduced in version 1.0 | | revisions =Introduced in version 1.0 | ||
| description= | | 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. | |
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+ | 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 make it more noticeable and effective in signalling the respective association. | ||
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| examples= | | examples= | ||
| ex1=<mt p="Grunts" g="MirrorsEdge" altg="Mirror's Edge" h="188">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.</mt> | | ex1=<mt p="Grunts" g="MirrorsEdge" altg="Mirror's Edge" h="188">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.</mt> |
Revision as of 01:27, 20 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
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 make it more noticeable and effective in signalling the respective association.
Examples
![]() ![]() 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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![]() ![]() 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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![]() ![]() 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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