Difference between revisions of "Sound Places"
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− | + | Often, expressions such as "the sound of a game" are used to refer to the sounds heard during [[Gameplay]] and possibly in the [[Cut-Scenes]]. Yet, sound may extend to other moments of a game's usage, including the [[Menus]] and the starting [[Title Screens]]. | |
Addressing the sound design of these components as a whole as the advantage of enabling them to fit in the same [[Acoustic Ecology]]. | Addressing the sound design of these components as a whole as the advantage of enabling them to fit in the same [[Acoustic Ecology]]. |
Revision as of 10:02, 13 October 2011
The card's front face | The card's back face |
This design pattern has been classified as
an Aggregator Pattern after version 1.0
Consequently, it is no longer represented as a card
(i.e. ceased being part of the deck) since version 2.0
Contents
Synopsis
Components of a product where sound may appear. |
Relationships
Context:
Sound Design in Games .
Parts may include:
Title Screens , Menus , Cut-Scenes File:M385px-Cut-Scenes-front-v20.png, Gameplay File:M385px-Gameplay-front-v20.png.
Makes use of:
Acoustic Ecology .
Description
Often, expressions such as "the sound of a game" are used to refer to the sounds heard during Gameplay and possibly in the Cut-Scenes. Yet, sound may extend to other moments of a game's usage, including the Menus and the starting Title Screens.
Addressing the sound design of these components as a whole as the advantage of enabling them to fit in the same Acoustic Ecology.
Examples
Additional Comments
This classification is based on (Marks & Novak, 2009; Marks, 2009, ch. 8).
External Resources
(Marks & Novak, 2009; Marks, 2009, ch. 8). [pending link]