From SoundInGames.com - Sound Design in Games
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| | === External references === | | === External references === |
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| − | |<mt g="Tomb Raider Underworld" p="Awareness">In Tomb Raider Underworld, the signaling of checkpoints is done exclusively through sound (a [[Sound Effect]])</mt>
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| − | |<mt g="Crysis" p="Awareness">In Crysis, the warning of critical energy, that for instance voids the invisibility feature of the PC's suit, is communicated by the equipment through a voice message [[Dialogue]]</mt>
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| − | |<mt g="Assassin's Creed" p="Awareness">In Assassin's Creed, the identification of nearby guards is signaled by a pulsing [[Sound Effect]]</mt>
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| − | |<mt g="Tomb Raider Underworld" p="Awareness">In Tomb Raider Underworld, the signaling of checkpoints is done exclusively through sound (a [[Sound Effect]])</mt>
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| − | |<mt g="Crysis" p="Awareness">In Crysis, the warning of critical energy, that for instance voids the invisibility feature of the PC's suit, is communicated by the equipment through a voice message [[Dialogue]]</mt>
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| − | |<mt g="Assassin's Creed" p="Awareness">In Assassin's Creed, the identification of nearby guards is signaled by a pulsing [[Sound Effect]]</mt>
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| | =Discussion= | | =Discussion= |
Revision as of 23:37, 11 August 2011
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| The card's front face |
The card's back face
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Card
Synopsis
Synopsis description goes here
Description
Examples
Relationships
Revisions
External references
Discussion
{{Talk:{{{name}}} }}
