Breath
From SoundInGames.com - Sound Design in Games
Revision as of 01:03, 20 August 2011 by ValterAlves (Talk | contribs)
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Contents
[hide]Synopsis
Perceptible sound of breathing. |
Relationships
Contexts:
Character Soundprint , Awareness
, Emotional Script
, Entrainment
.
Relates to:
Grunts .
Makes use of:
Foley .
Description
When Breath is associated to pain or sever distress it sometimes becomes tends towards Grunts.
Examples
![]() ![]() Mirror's Edge: in this game Breath is highly naturalist and effective in terms of the Emotional Script. All the complexity of timings and intensities of breath holding, sonorous exhalations and Grunts, characterise very efficiently the movements and support an Entrainment that allows the game to be felt in first-person.
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![]() ![]() Half-Life 2: In this case the semantics is reversed. We hear Freeman trying to hold is Breath, not to get drown, which is a clear indicator of Imminent Death that is also very effective in terms of the Emotional Script.
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![]() ![]() Mini Ninjas: Amongst the several selectable PC, Futo is the only one whose breath is perceptible (when running). This singularity in the Character Soundprint makes sense considering is physical characteristics
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