Information Technology Reference
In-Depth Information
Table 5. Shoot the Ducks sounds categorized
Shoot the Ducks
Sound Event
Comment
Diegetic?
IEZA
Color
Loudness
Frequency Band
Game started
Beep
No
Interface
Orange
3
Middle
Music
Percussion
No
Affect
Red
2
Low
Swimming
sound
Duck swimming
Yes
Zone
Cyan
1
Middle
Duck chatter
Yes
Effect
Cyan
2
Middle
Duck hit
Duck ”scream”
Yes
Effect
Yellow
3
Middle
Duck dies
Yes
Effect
Yellow
4
Middle
Cartoony
bounce
Duck bounce off wall
Yes
Zone
Orange
2
Low
Change weapon
Click
Yes
Effect
Yellow
2
Low
Gun fired
Yes
Effect
Yellow
5
Low
Bullet through wall
Yes
Effect
Yellow
2
Middle
Tree whisper
and birds
Ambience
Yes
Zone
Yellow
1
High
Score change
Beep
No
Interface
Orange
3
High
Short musical
effect
Level change
No
Interface
Orange
3
Middle
As Table 5 above indicates, there is an emphasis on the sounds of effects in the game, which is due to the shooter genre as such. A shooter
needs the sounds of effects as the main audio feedback for the player. After all, as a shooter you are supposed to shoot things. You would
also expect sounds from weapons as well as those designating hits or missed shots, the handling of different weapons and maybe some big
explosions. The internal order of the IEZA-framework would rather be EZIA in this example of Shoot the Ducks.
an easy process that leads to thinking about sound
in a diversified way, providing density and clar-
ity, avoiding a logjam of sound, unwanted sonic
artifacts as well as a clear cut visualization that
is communicable to other members of a game
development team. We have deliberately tried to
minimize the terminology within the combined
model in order to make it comprehensible for team
members other than the sound designer.
The general lack of functional models for
analyzing computer game audio
In order to solve the first problem, we have
provided a functional model for the analysis of
existing sonic environments in computer games
and movies. The combined model covers the dy-
namic range of the sounds in relation to each other
and the frequency range occupied by the different
sounds. Encoded sounds, primarily speech, have a
natural position in the human frequency response
curve. Our work has been anchored in theories
spanning from linguistics to semiotics and from
film theory to theories of cognition. We have
found that different genres of games have differ-
ent emphases on which types of sound dominate
the sonic environment. This might be caused by
the choice of technology or by the genre as such.
cONcLUsION
As this chapter has shown, audio in computer
games is a complex matter the understanding of
which could be made easier using the suggested
combined model for game audio. A summary of
the problems addressed in this chapter and our
solutions to these problems follow.
 
Search WWH ::




Custom Search