Acoustic Ecology
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| The card's front face | The card's back face |
Synopsis
| Designing sound in a holistic way, as influenced by Acoustic Ecology. |
Relationships
Contexts:
Sound Design in Games
, Sound Places File:M385px-SoundPlaces-front-v20.png, Sound Layers and Semantics File:M385px-SoundLayersAndSemantics-front-v20.png, Narrative
, Identification
, Character Soundprint
, Ambiance
, Foley
, Sound Effects
, Chitchat
, Dialogue
, Foley Music
, Diegetic Music
, Music
.
Description
Examples
Additional Comments
==== Coherence in the Acoustic Ecology in the subsequent phases of development Coherence in the Acoustic Ecology is a concern that needs to be thoughtfully transmitted and carried to the implementation phases of sound in the game. We are not dealing with implementation aspects in the scope of these design patterns but we consider that, in this particular case, a remark is opportune. One bottleneck to the integration of sounds in games is the availability of sound files and the scarce ability to produce them from scratch. Off-the-shelf sound libraries are often too expensive or otherwise limited, considering the budget of small projects. Consequently developers are often challenged with the need to combine sounds from sparse origins which are highly incompatibly in aesthetics and acoustic terms (disparate levels of background noise, reverberation, etc.). In turn this may lead to a final result that fails in terms of overall coherency, regardless of the merit of the sound design that may have preceded this phase.
On the concept of Acoustic Ecology
[pending]
External Resources
- The Acoustic Ecology in Half-Life 2
- AE Bibliography
- Wrightson, K. An Introduction to Acoustic Ecology. Soundscape: The Journal of Acoustic Ecology, I (I, Spring 2000). 10-13, (2000).