Radio

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{{Card | name =Stealth | deckversion =1.0 | synopsis =Low profile behaviours that include adopting a small soundprint | patternpresentation = | cardpresentation= | frontface =Stealth-front-v10.png | backface =Stealth-back-v10.png | screenshots= | rel-tag1=Context:
| rel1=Narrative, Helper Voice
| rel-tag3=May relate:
| rel3=Diegetic Music,Sound Suppressing, Stealth
| rel-tag4=Relates to:
| rel4=Audio Logs

{{Card This is a candidate pattern, which may enter version 2.0 of the Deck. |description= It is fairly common to came across Radios in open-world games. They may only convey Diegetic Music but many times they serve the Narrative, or act as Helper Voice by providing information relevant to the Gameplay. They may also play a role during Stealth performance.

Radios are related but different from Audio Logs. The latter usually present scattered and anachronical pieces of past testimonies, and serve distinctive purposes

|examples= Considering that this is still a candidate pattern, we present more examples then usually, to better support the discussion.

|ex1=
Portal: This radio, found in beginning of the game, presents a melody that will make sense later in the game.
|ex2=
Far Cry 2: There are even missions where the radio emission is central.
|ex3=
: The news contribute with a bit more of information.
|ex4=
Splinter Cell Chaos Theory: In this case the radio emission competes for the attention during stealth action. Radios can be turned off or |ex4=<mt p="Radio" g="GTA4" altg="Grand Theft Auto 4">The radio justifies in a diegetic way the music that integrates the Acoustic Ecology.

}}