Monday, 30 January 2017

P1 Understand the use of Sound and Music in Games.

P1 Understand the use of Sound and Music in Games.

Psychology of sound:

Game 1:CSGO:

  • Speech: Speech is often used to signalise the end of each round and declares the winning side. Examples of this are "Terrorists win" or "Counter-Terrorists win".
  • Iconography: Iconic sounds within CS:GO consist of speech sounds. This is because sayings like "Terrorists win" and "Counter Terrorists win". The reason for this being iconic is that it hasn't been changed over the 11 years of Counter strike being released.
  • Symbolism: A variety of sounds within CS:GO can be symbolic as they announce important information to the players. Examples of this is when the objective is planted a slow paced song will begin to play, gradually as the objective is about to detonate the music picks up its pace.
Movie 1:
Star Wars:

  • Speech: An iconic form of sound from voice will come from Darth Vader.  
  • Iconography: An example of iconography within star wars could be the introduction and ending music. This piece of music is known by almost everyone who has watched the film. The song goes by the name: "Star Wars Main Theme".
  • Symbolism: An example of symbolism within Star Wars is the Wilhelm scream. The Wilhelm scream is a very common sound effect use to portray or the sound someone makes as they die or are dying through out star wars. 

Game 2:Mortal combat:

  • Speech: The most common example of iconic speech within this video game consists of the finishing voice line: "FATALITY!!".
  • Iconography: An example of iconography within this video game is the ending voice line which consist of a deep demonic voice saying "Fatality". This is memorable as it satisfies the players needs by displaying a brutal ending.
  • Symbolism: The voice line "Fatality" is also very symbolic as players get use to the saying leading onto a brutal ending. 

































P1 Starter Exercise

P1 Starter Exercise

Aims: Understanding Sound Design Theory

  • Skyrim Dragon born:
    • https://www.youtube.com/watch?v=r3rmcSzb6XE
    • Image result for skyrim
      • Very atmospheric, immersive, makes you want to play.
      • The use of orchestra worked very well with the theme of the game and genre. 
      • I think the game maker decided to use this sound track because its very immersive and puts the players in a very atmospheric place. It also gives you the idea of vikings and dragons which is basically what the game consists of.
  • Halo 3:
    • https://www.youtube.com/watch?v=uXcWxw7UHME&t=98s
    • Image result for halo 3
      • Emotional, use of opera high pitch/violins makes the game very immersive and makes the player really attached.
      • Works very well with the idea of space and alien fighting, hypes the player up.
      • I think the creator of Halo came up with and used this soundtrack as it is very immersive and emotional. Also a majority of their players became attached to the song and the game. 
  • The last of us:
    • https://www.youtube.com/watch?v=Y97u-U0nvJM
      • Image result for the last of us
      • Very calm but immersive
      • I think the game makers added this song as it kind of tricks the players. once the player plays through the game they realise how emotional the song is as they most likely became attached to in game characters.
  • CSGO ojective soundtrack:
    • https://www.youtube.com/watch?v=Suj_okN50Aw
    • Image result for csgo
      • Very immersive, gradually becomes quicker rushing the players. makes them panic etc.
      • Works very well within its use. (gets quicker as the objective is about to explode.)
      • I think the creators of counter strike added this soundtrack not only to panic and rush players but to give them a set of judgement as it begins playing soon as the bomb is planted. A different tone of music begins to play once there is 10 seconds remaining before bomb explodes.

Research:

Wave Form:
  • WAVE LENGTH:
    • The wave length is the distance between two troughs on a sound wave.
  • AMPLITUDE:
    • The amplitude is the objective measurement of the degree of change. Can be either positive or negative.
  • FREQUENCY:
    • The frequency is the number of waves passing a certain point in a certain amount of time.
  • PITCH:
    •  Pitch is a term used to describe how high or low a note a being played by a musical instrument or sung.
  • HERTz:
    • Hertz is the unit of Frequency, read up.^
  • DECIBEL LEVEL(dB): 
    • Decibel level is the term of measuring the sound level(Loudness of Quietness of a sound).

What is Foley?

Foley is a term given to someone when they relate or concern themselves with the addition of recorded sound effects after shooting a movie/sounds for video games.

What is Timbre?

Timbre is the character or quality of a musical sound or voice as distinct from its pitch or intensity.