Sonic Weapon

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{{Card | name =Sonic Weapon | deckversion =1.0 | v10synopsis =Using sound as a weapon | v20synopsis =Using sound to inflict damage | patternpresentation = | cardpresentation= | v10frontface =SonicWeapon-front-v10.png | v10backface =SonicWeapon-back-v10.png | v20frontface =SonicWeapon-front-v20.png | v20backface =SonicWeapon-back-v20.png | screenshots= | rel-tag1=Context:
| rel1=Consequent Sound, Engagement
| rel-tag2=Contrasts with:
| rel2=Make Sound not War
| rel-tag3=Relates to:
| rel3=Sound Decoys, Sound Suppressing
| revisions =Introduced in version 1.0
Version 2.0: updated synopsis | description= Some games include weapons designed to use sound as the destructive element.

Some other explorations of audio, such as the use of Sound Decoys, also have the potential to inflict damage. Yet, contrary to such explorations where sound is used as in a intermediate stage, Sonic Weapons use sound as the actual damaging element.

| examples=

Beat Hazard: The output of the cannons is dictated by the intensity of the Music playing, which is customizable. So, Music works as ammunition and its selection is relevant.
Dune/Dune2000