Difference between revisions of "Silence"

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m (Created page with "{{Card | name =Silence | deckversion =2.0 | synopsis =Provoking the perception of the absence of sound | patternpresentation = This is a candidate pattern/card for version 2.0 | ...")
 
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| backface =SoundEffects-back-v10.png
 
| backface =SoundEffects-back-v10.png
 
| screenshots=
 
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| rel-tag1=Many contexts, including:<br>
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| rel-tag1=Contexts:<br>
| rel1=[[Sound Layers and Semantics]], [[Menus]], [[Signature]], [[Engagement]], [[Window of Opportunity]], [[Beacon Locator]], ...<br>
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| rel1=[[Emotional Script]]<br>
| rel-tag2=Peers:<br>
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| rel2=[[Ambiance]], [[Foley]], [[Music]], [[Dialogue]]<br>
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| rel-tag3=Close to:<br>
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| rel3=[[Foley]]<br>
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| rel-tag4=Calls for:<br>
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| rel4=[[Requisite Variety]], [[Acoustic Ecology]]<br>
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| rel-tag5=May call for:<br>
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| rel5=[[Subtitles and Captions]]<br>
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| revisions =Introduced in version 1.0
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| description=
 
| description=
[[Sound Effects]] constitute one of the [[Sound Layers and Semantics]]. We are adopting one definition [http://www.example.com [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.
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[[Silence]] is deeply associated to [[Emotional Script]], and typically to negative emotions.
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Naturally, the kind of explorations that we refer to here is are those where the absence of sound is intentional and not a consequence of poor of sound design.
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Also, it is important to specify, that this is more psychological that technical. That is to say, it about the perception of silence, not necessarily the actual absence of sound.
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In Patapon, if the player does not complete a level with success, the menu that follows feels extremely silence, although what is heard is the ambiance of the night, with crickets and other aspects. For the game in stake, characterized by intense sounds during gameplay and menus, that particular composition sounds like Silence and it is very effective in emphasizing the impact of failure.
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Limbo is another example, possibly even more paradoxical, where [[Silence]] is perceived despite the dominant sound is in fact [[Noise]].
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[[Silence]] is particularly explored in the survival horror genre, probably because it allows contrast with other relevant sounds. Referring to Silent Hill, Akira Yamaoka, said that "“the lack of sound impresses people more than beautiful music if it’s contrasted" [http://www.gamasutra.com/php-bin/news_index.php?story=27644].
  
 
| external=
 
| external=
The history of the sound of laser  sword
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[http://www.gamasutra.com/php-bin/news_index.php?story=27644 GDC: Grasshopper's Akira Yamaoka Talks Audio Techniques]
 
}}
 
}}

Revision as of 19:41, 10 August 2011

Front face Back face
The card's front face The card's back face
This is a candidate pattern/card for version 2.0

Synopsis

Provoking the perception of the absence of sound.

Relationships

Contexts:
Emotional Script .

Description

Silence is deeply associated to Emotional Script, and typically to negative emotions. Naturally, the kind of explorations that we refer to here is are those where the absence of sound is intentional and not a consequence of poor of sound design.

Also, it is important to specify, that this is more psychological that technical. That is to say, it about the perception of silence, not necessarily the actual absence of sound.

In Patapon, if the player does not complete a level with success, the menu that follows feels extremely silence, although what is heard is the ambiance of the night, with crickets and other aspects. For the game in stake, characterized by intense sounds during gameplay and menus, that particular composition sounds like Silence and it is very effective in emphasizing the impact of failure.

Limbo is another example, possibly even more paradoxical, where Silence is perceived despite the dominant sound is in fact Noise.

Silence is particularly explored in the survival horror genre, probably because it allows contrast with other relevant sounds. Referring to Silent Hill, Akira Yamaoka, said that "“the lack of sound impresses people more than beautiful music if it’s contrasted" [1].

Examples

[show less examples...]


External Resources

GDC: Grasshopper's Akira Yamaoka Talks Audio Techniques

SoundEffects-front-v10.pngSoundEffects-back-v10.png