Listen to at least 5 different pieces of gaming music FX
-Why did the game maker use this music and its sound FX?
-Did it work? If so or not. Why?
-Would you use different music/sound FX and why?
1)
Game: Geometry Dash
Name of Track: Stereo Madness
Link: https://www.youtube.com/watch?v=vBWL8E2xhrg
Purpose of the track-Builds tension towards the player for getting further and further in the level, the track speeds up the longer the player survives.
Type-Retro,funky
2)
Game: Call Of Duty Black Ops 3
Name of track: Beauty Of Annihilation
Link: https://www.youtube.com/watch?v=Zv1BHnCH3TQ
Purpose of the track-A motivation track for the player to continue his/her zombie rampage.
Type-Rock
3)
Game:The Elder Scrolls V:Skyrim
Name of track: Dragonborn
Link: https://www.youtube.com/watch?v=4BUIXq8oblY
Purpose of the track: Sets the mood for skyrim players when player the game.
Type: Encouraging
B)
Research (on-line/journals in library)
-Why is music and sound FX so important within games development?
Purpose of Game Sound Effects
Sound effects have an incredible influence on the overall game experience. While a game may be able to get by without music or dialogue, one without sound effects will be very disappointing.
Sound effects exist specifically to give feedback to players, immerse them inside the virtual realm, and provide an entertaining experience—all of which are key ingredients to a successful video game. Since a game is nothing more than lines of code and pixels of colored light, the sense of sound is what adds warmth and familiarity to what is happening on the screen. Although many current games employ 3D and even hyperrealistic images, the player is still only looking at pixels; the only “real” sense fully experienced by the player is sound. Granted, players aren’t hearing a “real” bird chirp or weapon fire—but the sound they do hear is an actual recording of the real object or a close reproduction of it. Whether it is a “real” sound or not, the impact is the same and the sound plays its specific role.
- Setting the mood: Whether silly or serious, sound effects can help set the appropriate mood of a game through everything from simple button presses to ambience tracks. For example, games designed for the younger crowd, such as Putt-Putt Saves the Zoo, use fun, cartoony sounds to keep the mood light—while horror-themed games such as Resident Evil IV and Doom 3 make effective use of dark, eerie sounds.
- Adding realism: The Medal of Honor series utilizes era-appropriate sounds that create authenticity and help players feel as if they are participating in 1940s conflicts. Sounds associated with weapons, aircraft, and vehicles are specifically designed to match those heard during that particular time in history. Background ambience is also used extensively in these types of games, suggesting that action is taking place all around the character.
More on this article at-http://designingsound.org/2010/10/aaron-marks-special-function-of-game-sound-effects/
C)
What is waveform,(wavelength,amplitude,frequency); pitch;hertz(Hz);decibel level (dB);sound generator(loudspeaker?)
The amplitude, a, of a wave is the distance from the centre line (or the still position) to the top of a crest or to the bottom of a trough. Be careful with this quantity - the centre line is not always given in a diagram. Amplitude is measured in metres (m). The greater the amplitude of a wave then the more energy it is carrying.
The wavelength, λ, of a wave is the distance from any point on one wave to the same point on the next wave along. (The symbol is a Greek letter, 'lambda'.) To avoid confusion, it is best to measure wavelength from the top of a crest to the top of the next crest, or from the bottom of a trough to the bottom of the next trough. Wavelength is also measured in metres (m) - it is a lengthafter all.
The frequency, f, of a wave is the number of waves passing a point in a certain time. We normally use a time of one second, so this gives frequency the unit hertz (Hz), since one hertz is equal to one wave per second.
Don't get confused with this quantity frequency. It is not a distance travelled by waves, nor is it a speed, although it is linked to both of these quantities. For water waves and sound waves the unit hertz is usually good enough but radio and TV waves have such a high frequency that the kilohertz (kHz) or even the megahertz (MHz) are better units.
- 1 kHz = 1,000 Hz
- 1 MHz = 1,000,000 Hz
- http://www.bbc.co.uk/bitesize/standard/physics/telecommunications/communication_using_waves/revision/5/
What is Foley?
foley
ˈfəʊli/
noun
- relating to or concerned with the addition of recorded sound effects after the shooting of a film."a foley artist"
Here is short video explaining foley.
https://www.youtube.com/watch?v=OONaPcZ4EAs
E)
What is timbre?
timbre
ˈtambə/
noun
- the character or quality of a musical sound or voice as distinct from its pitch and intensity."trumpet mutes with different timbres""the Czech orchestra have just the right timbre for Smetana"
- the distinctive quality or character of someone or something."you must demonstrate your moral timbre as a human being"
Video link for a video about timbre.
https://www.youtube.com/watch?v=BLoM9bBr8lc
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