Difference between revisions of "Noise"
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Limbo present us an example of the use [[Noise]] as part of the [[Ambiance]]. In this case, noise is constant and soft. | Limbo present us an example of the use [[Noise]] as part of the [[Ambiance]]. In this case, noise is constant and soft. | ||
− | In the Silent Hill series, the PC carries a [[Radio]] which emits a static noise when there are enemies in the surroundings, which is a relevant element of [[Gameplay]]. | + | In the Silent Hill series, the PC carries a [[Radio]] which emits a static noise when there are enemies in the surroundings, contributing to [[Awareness]], which is a relevant element of [[Gameplay]]. |
− | In | + | In [pending] the PC takes advantage of the noisy environments to carry out some Stealth operations. |
}} | }} |
Revision as of 21:03, 10 August 2011
The card's front face | The card's back face |
Contents
Synopsis
Using noise, either as foley or as ambiance. |
Relationships
Makes use of:
Foley .
Description
Noise may be used in disparate circumstances, ranging from Ambiance to part of the Gameplay. "Noise" does not have to be actual noise. It may consist of a sound that due to its intensity is perceived as such.
Limbo present us an example of the use Noise as part of the Ambiance. In this case, noise is constant and soft.
In the Silent Hill series, the PC carries a Radio which emits a static noise when there are enemies in the surroundings, contributing to Awareness, which is a relevant element of Gameplay.
In [pending] the PC takes advantage of the noisy environments to carry out some Stealth operations.
Examples