Monday 9 January 2017

Sound design



Charles Hardy Games development sound design unit 73

Sound design

The reason that sound is so important is to add to the mood and to really make the person playing the game feel like the game is real. The common saying is that having only sound and having nothing to look is better than vis vera.

Skyrim: The song of the Dragonborn

The mood and atmosphere of this song is empowering and gives the player hope, the song is so well made with amazing vocals. The song fits the "you are the hero" that the game is going for. The music fits so well with the genre and the overall feel of the game. This soundtrack was used by the developers because it makes the player feel like they are the hero in the story.                                  


Doom 2016 OST: Mick Gordon


The mood and atmosphere of this whole soundtrack is fast paced and gives the player a feeling that they are complete badasses, the soundtrack though that whole game never changes to a calm or sad song because it is always fast paced and has it is one of the coolest sound tracks ever made. The reason that the game developers used this soundtrack is because of how absolutely chaotic the game is and the music fits the carnage that is happening in the game. The soundtrack fits the game very nicely.

Metro last light main theme: Alexey Omelchuk 


The mood and atmosphere is very sombre and gloomy with a fantastic creepy and eerie vibe. The sound is extremely well written and composed and it really gives of the wasteland feel. The music really fits the game and the game developers did a really good job choosing the piece of music to play as the main theme.  

Last of us main theme: Gustavo Santalalla


The mood and atmosphere of this is sad and much slower paced than the other songs listed here. The song is meant to be slow paced because the game is an emotional experience rather than a fast paced shooter or a "hero saves the day" game  instead. The music choice is very good for the type of game that is presented here. 


Dead space 1: The cost of living is on the rise 


The mood and atmosphere of this game is creepy and intense rather than eerie or scary. This makes it very nerve racking when playing that a monster is going to scare you or if you get attacked. The developers choose this sound track well because it is added to the intense gameplay and makes the player feel on edge constantly.



Wave length

Image result for wavelength sound

The wavelengths of the different sounds are affected by the size of the wave lengths. The wider the wave length the deeper the sound and the taller the wave length the louder it is and the opposites apply here. There are wavelengths are in every single sound made which makes them very important when understanding how to make music and sound. Certain notes in music are used to represent a certain wave length, the images depict the wave lengths and how loud sounds are. The amplitude is how loud a sound is, i.e a sound of someone whispering would be (1) and someone shouting would be (2). The waves are measured in one millisecond so they are very short bursts of sound. Hertz is simply how long the sound goes on for. Headphones and speakers can give out sounds that make the sound like someone is right behind you. The development of sound is very interesting and how it went from static to sounds so real that it sounds like they are right behind you.          

Image result for frequency sound






What is Foley?

Foley is the making of everyday sound effects which are added to games and other media in post-production to enhance audio quality. The reproduced sound could be someone getting punched in the face but in reality it would be a slab of meat getting whacked by a bowling pin. The person who came up with Foley is called Jack Foley and was born April 12th 1891 and died November 9th 1967.


What is Timbre?

Timbre is the quality of a sound and is distinct from its pitch, intensity and frequency in acoustics, phonetics and music.  In acoustics and phonetics the quality of sound is independent in pitch and loudness. In music timbre is the sound produced by a particular instrument or note.

Psychology of sound:


Speech: Speech in games is the most common type of sound other than music, characters speaking happens through out most games. Any story based game will have speech as a very basic asset. 

https://www.youtube.com/watch?v=FjTy9pgsvyw

Metaphors: A metaphor is when something is told in a way which means something else. Examples of this are cryptic phrases and the phrase "life is like a box of lemons" because it compares life to a fruit.   

Symbolism: symbolism is something that foreshadows an event that is about to happen, for example thunder and lightning could symbolise that something bad is going to happen or birds singing in the morning shows that it is going to be a good day.

Iconic: Iconic things are things that are famous due to there unique way of being shown or there popularity. There are many examples of something iconic and here are just a few:

Jaws theme song
https://www.youtube.com/watch?v=A9QTSyLwd4w

Star wars theme
https://www.youtube.com/watch?v=EjMNNpIksaI

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