Difference between revisions of "Sound Places"

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This pattern refers to the design decisions regarding the reach of sound to the different components the game may include.
 
This pattern refers to the design decisions regarding the reach of sound to the different components the game may include.
  
Often, expressions such as "the sound of a game" are used to refer to the sounds heard during [[Gameplay]] and possibly in the [[Cut-Scenes]]. Yet, sound may extend to other moments of a game's usage, including the [[Menus]] and the starting [[Title Screens]].
+
Often, expressions such as "the sound of a game" are used to refer to the sounds heard during [[Gameplay]] and possibly in the [[Cutscenes]]. Yet, sound may extend to other moments of a game's usage, including the [[Menus]] and the starting [[Title Screens]].
  
Addressing the sound design of these components as a whole as the advantage of enabling them to fit in the same [[Acoustic Ecology]].
+
Addressing the sound design of these components as a whole has the advantage of enabling them to fit in the same [[Acoustic Ecology]].
  
 
| additional=
 
| additional=

Revision as of 22:03, 20 August 2012

The card's front face The card's back face

This design pattern has been classified as
an Aggregator Pattern after version 1.0
Consequently, it is no longer represented as a card
(i.e. ceased being part of the deck) since version 2.0

Synopsis

Components of a product where sound may appear.

Relationships

Context:
Sound Design in Games .
Parts may include:
Title Screens , Menus , Cut-Scenes , Gameplay .
Makes use of:
Acoustic Ecology .

Description

This pattern refers to the design decisions regarding the reach of sound to the different components the game may include.

Often, expressions such as "the sound of a game" are used to refer to the sounds heard during Gameplay and possibly in the Cutscenes. Yet, sound may extend to other moments of a game's usage, including the Menus and the starting Title Screens.

Addressing the sound design of these components as a whole has the advantage of enabling them to fit in the same Acoustic Ecology.

Examples

Metal Gear Solid 4: Guns of the Patriots: Cutscenes.
Heavy Rain: Title Screens.
Uncharted: Drake's Fortune: Menus.
[show less examples...]
The Legend of Zelda: Ocarina of Time: Sound being used as part of the Gameplay.

Additional Comments

This classification is based on (Marks & Novak, 2009; Marks, 2009, ch. 8).

External Resources

(Marks & Novak, 2009; Marks, 2009, ch. 8). [pending link]

SoundPlaces-front-v10.pngSoundPlaces-back-v10.png