Game Development Reference
In-Depth Information
Adaptive
Diegetic adaptive audio occurs in the game space and may change based on condi-
tions in the gameplay. For example, during the daylight conditions, birds may chirp,
while during night, crickets chirp.
Interactive
Interactive diegetic sounds occur in the character's space, with which the player's
character can directly interact. The player's actions trigger the sound effect but the
player can't directly affect it. Examples include the character's footsteps, the creak-
ing of an opening door, or choosing a tune on a juke box.
Non-Dynamic
Non-Dynamic diegetic occurs during gameplay, but the player's actions have no ef-
fect on playback. Examples would include the background music and sound effects,
such as traffic noise.
Non-Diegetic sounds
Non-Diegetic audio takes place outside of the character's space. There are two types
of non-diegetic audio: adaptive and interactive.
Adaptive
Adaptive Non-Diegetic sounds are sound events occurring in reaction to gameplay,
but which are unaffected by the player's direct movements, and are outside the
diegesis or game narrative. An example would be the different background music for
day and night conditions.
Interactive
Interactive Non-Diegetic sounds can react to the player directly, but are also outside
of the game narrative. An example would be the music changing or starting when the
character enters a cafe where a jukebox is playing.
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