Noise

From SoundInGames.com - Sound Design in Games
Revision as of 23:02, 13 November 2011 by ValterAlves (Talk | contribs)

Jump to: navigation, search
Deck←
This is a candidate pattern, which may enter version 2.0 of the Deck.
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

The purposeful use of noise.

Relationships

Contexts:
Aesthetics , Acoustic Ecology , Emotional Script , Awareness .
Often uses:
Ambiance , Foley .

Description

Noise may be used in disparate circumstances, ranging from Ambiance to part of the Gameplay. Usually, it is specifically intended to shape the Emotional Script.

"Noise" does not have to be actual noise. It may consist of sound that due to its acoustic properties is perceived as such.

Examples

iGadget:
Limbo: Limbo present us an example of the use Noise as part of the Ambiance [pending:[REF]]. In this case, noise is constant and soft.
Silent Hill: 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.
[show less examples...]
Flower: Noise as part of the starting point for the unfolding of the Emotional Script along the experience, as explored in the game's Menus. In the beginning of the game the Menu presents an Acoustic Ecology (predominantly Ambiance) allusive to a emotionally negative environment. As the game progresses, it becomes more positive and eventually it becomes highly rewarding.
Tom Clancy's Splinter Cell: Chaos Theory: The level of Noise as part of the Gameplay, namely in Stealth operations. Here, Noise is understood as the loudness of the Ambiance and of the PC's actions. If the PC makes more Noise than its surroundings he is heard by the opponents. The HUD includes an aural monitor that allows to compare both levels of Noise.


External Resources

Tom Clancy's Splinter Cell: Chaos Theory - Wikia Gaming

FakeX-front-v10.pngFakeX-back-v10.png