Difference between revisions of "Noise"
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− | [http://gaming.wikia.com/wiki/Tom_Clancy's_Splinter_Cell:_Chaos_Theory Tom Clancy's Splinter Cell: Chaos Theory | + | [http://gaming.wikia.com/wiki/Tom_Clancy's_Splinter_Cell:_Chaos_Theory Tom Clancy's Splinter Cell: Chaos Theory Wikia Gaming] |
+ | | RevisionsInNameAndDeprecation= | ||
+ | This is one of the patterns included in our seminal collection <ref name="Alves2010" /> but it was presented with another name: "Entrainment". Meanwhile we realized three things: | ||
+ | * In this pattern, entrainment is the "means", not the solution. Considering that the name of a pattern should reflect the solution (not the means), "Entrainment" was not adequate name. | ||
+ | * We are not aware of any explicit reference to the iteration of phases this pattern addresses, so we don’t know of a name that is already used to express it. Consequently we had to define it ourselves ("R-A-E-D Iterations" as it stands now), which in this particular circumstance was a challenge that still remains open. | ||
+ | * Entrainment is indeed a pattern – another pattern. (A pattern that this one makes use of.) | ||
}} | }} |
Revision as of 02:37, 26 August 2012
The card's front face | The card's back face |
Synopsis
The purposeful use of noise. |
Relationships
Contexts:
Aesthetics , Acoustic Ecology , Emotional Script , Awareness .
Often uses:
Ambiance , Foley .
Description
Noise may be used in disparate circumstances, ranging from Ambiance to part of the gameplay. Usually, it is specifically intended to shape the Emotional Script.
"Noise" does not have to be actual noise. It may consist of sound that due to its acoustic properties is perceived as such.
Examples
External Resources
Tom Clancy's Splinter Cell: Chaos Theory Wikia Gaming