Music in video games
Transcript of Music in video games
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Music in Video Games
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Dynamic Audio: Sound which reacts to changes in the gameplay environment
and/or in response to a user.
• Adaptive Audio respond to an event that the player triggers eg. When doing a challenge with a time constraint, as the time runs out the tempo gets faster.
• Donkey Kong Game Boy
• http://www.youtube.com/watch?v=L1SUcCgw4xo
• Interactive Audio: Respond to the player directly for example sound effects related to a character jumping. Pressing the button again will play the sound again to match the action.
• Mario jumping sound
• http://www.youtube.com/watch?v=bVYH6XPNdPI
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Diegetic sounds: sounds that occur in the character’s space similar to Diegetic music
used in film• Non-dynamic diegetic audio: the
sound event occurs in the character’s space, but with which the character has no direct participation.
• For instance, in Portal when Chell (your character) comes across the radio that plays the main theme in a more upbeat way.
• http://www.youtube.com/watch?v=mD3v1B_aXw0
• Adaptive diegetic audio. In Legend of Zelda: Ocarina of Time, at dawn we hear a rooster crow, and in the “day” sequences of Hyrule Field, we hear pleasant bird sounds. When the game’s timer changes to night-time, we hear a wolf howl, crickets chirp, and various crows cawing. These sounds are diegetic and adaptive.
• http://www.youtube.com/watch?v=yfrhek3O8ew&index=32&list=PLDDC74011619A10AE
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Diegetic sounds: sounds that occur in the character’s space similar to Diegetic
music used in film
• Interactive diegetic sounds occur in the character’s space, with which the player’s character can directly interact.
• In Zelda opening a chest and receiving an item play two sounds.
• Opening treasure box: http://www.youtube.com/watch?v=HdOOGs33hOg&index=7&list=PLDDC74011619A10AE
• Receiving item:
• http://www.youtube.com/watch?v=wP2zuMc6jOs&index=8&list=PLDDC74011619A10AE
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Non-diegetic sound: background music and sound effects
• Interactive non-diegetic sounds are sound events occurring in reaction to gameplay. For example in Skyrim when a dragon approaches signifying the beginning of a battle sequence.
• Day time ambient music
• http://www.youtube.com/watch?v=6dO9W0HaUJ4&list=PL356BBB63A413A215&index=7
• Dragon fight
• http://www.youtube.com/watch?v=P_gcNzSb0OI
• Non-dynamic linear sounds: Usually the introductory movies or cut-scenes in games. Players have no control over these sounds.
• Call of Duty: Modern Warfare 3 Opening Cutscene
• http://www.youtube.com/watch?v=tQz66naGJ-c
• Note this contains dialogue, non-diegetic and sound effects.
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Kinetic gestural interaction in which the player bodily participates with
the sound on screen.• This can be exampled in Zelda:
Ocarina of Time by playing the ocarina during gameplay whereby the character pushes a series of buttons to produce diegetic sound.
• Here Link is taught to play Zelda’s Lullaby on his ocarina using buttons on the Nintendo 64 controller.
• http://www.youtube.com/watch?v=yVL6VVw4b_w
• This can also be directly exampled in games such as Rock Band and Guitar Hero where players have instrument shaped controllers to respond to instructions on screen.
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Genres define the music composed
• Action role-playing game
• Skyrim
• Night Time Music
• http://www.youtube.com/watch?v=Uu8hUAeWg2Q
• Day Time Music
• http://www.youtube.com/watch?v=JZkezSUA4zk&list=PL356BBB63A413A215&index=8
• First Person Shooter
• Call of Duty: Advanced Warfare
• http://www.youtube.com/watch?v=XDmZo4vEsBo
• Survival Horror Game
• Amnesia: The Dark Descent
• http://www.youtube.com/watch?v=cWgswdsoSwo
• Atmospheric music to create tension and incite fear
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• Resources
• http://gamessound.com/learning.htm