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Unformatted text preview: 7/26/2011 1 Lecture 3: Designing Lecture 3: Designing Sound for Interactivity Sound for Interactivity SIT253 SIT253 Audio and Visual Game Audio and Visual Game Elements Elements Sophie McKenzie School of Information Technology Faculty of Science and Technology Trimester 2, 2011 Last Week Physics of Audio Creating Content Assignment 1 Introduction Covered in this weeks lecture: Evolution of game music Audio for different Game Genres Type of sound and music in computer games Type of sound and music in computer games Adaptive and interactive audio Creation Tools, Toolkits and Middleware Audio Production Evolution of Game Music Music has the ability to effect, in quite a powerful way, human emotion We often like to listen to different types of music depending on our current moods/feelings depending on our current moods/feelings Our ear can clearly define separate frequencies When feeling (or want to feel): Up we may prefer upbeat, positive music that make us feel alive Down/Relaxed prefer slower, less complex music Evolution of Game Music Composers of music have known this fact and used it effectively for a very long time! http://www.youtube.com/watch?v=JVHGy9XEF9I Movies are a great example of the use Movies are a great example of the use emotional manipulation combining carefully visual and audio aspects Audio enables enhanced emotions/feelings that are not able to be portrayed in visuals alone Evolution of Game Music Why is emotion important in a computer game? Emotion can help tie together the story line (another form of information to the player) (another form of information to the player) It is a key ingredient in making a game that is both Engaging and Playable Can have symbolic connotation Semiotics of music We work within a Western Idea of music Notions of rhythm, pitches and notes 7/26/2011 2 Evolution of Game Music The issue of comparing music in movies to that of music in games is that: Movies are purely LINEAR in format Movies are scripted and thus the music can be Movies are scripted and thus the music can be scripted/composed to follow the same progression Computer games, by their very nature, are not linear, they are INTERACTIVE! Therefore we need a method of using music interactively or adaptively with the player Audio Example Quake http://www.youtube.com/watch?v=S5uKN5wmdpk Diablo http://www.youtube.com/watch?v=3 yBmKWd408&feature=related Halflife http://www.youtube.com/watch?v=WNxq4CyNzdI&featur e=related Duke Nukem http://www.youtube.com/watch?v=GAjZc eYdkE&feature=related Activity Watch the Big Buck Bunny Trailer with the sound off and identify where you would put sounds in the landscape....
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This note was uploaded on 10/03/2011 for the course SIT 253 taught by Professor Nothing during the Three '11 term at Deakin.
- Three '11