Difference between revisions of "Affected Hearing"
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| − | | ex1=<mt p="AffectedHearing" g="inFamous" w="{{R5by4W}}" h="{{R5by4H}}">When facing [[Imminent Death]] hearing gets affected and the sound of the blood pressure in the inner ears becomes dominant. This condition effectively communicates the severity of the PC's | + | | ex1=<mt p="AffectedHearing" g="inFamous" w="{{R5by4W}}" h="{{R5by4H}}">When facing [[Imminent Death]] hearing gets affected and the sound of the blood pressure in the inner ears becomes dominant. This condition effectively communicates the severity of the PC's health, signalling the need to stop taking damage and adopting a behaviour that allows recovery.</mt> |
| ex2=<mt p="AffectedHearing" g= "MGS4" altg="Metal Gear Solid 4" altg="Tom Clancy's Splinter Cell: Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}">Temporarily deaf and tinnitus after an exploding grenade.</mt> | | ex2=<mt p="AffectedHearing" g= "MGS4" altg="Metal Gear Solid 4" altg="Tom Clancy's Splinter Cell: Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}">Temporarily deaf and tinnitus after an exploding grenade.</mt> | ||
| ex3=<mt p="AffectedHearing" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}">Using a noisy grenade to disturb the enemies and ease taking them down.</mt> | | ex3=<mt p="AffectedHearing" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}">Using a noisy grenade to disturb the enemies and ease taking them down.</mt> | ||
}} | }} | ||
Revision as of 15:15, 7 October 2011
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| The card's front face | The card's back face |
Candidate Card (new in version 2.0)
Contents
Synopsis
| Simulating ear impairment. |
Relationships
Contexts:
Gameplay File:M385px-Gameplay-front-v20.png, Awareness
, Emotional Script
.
May relate to:
Noise
.
Description
Examples
![]() ![]() inFamous: When facing Imminent Death hearing gets affected and the sound of the blood pressure in the inner ears becomes dominant. This condition effectively communicates the severity of the PC's health, signalling the need to stop taking damage and adopting a behaviour that allows recovery.
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