After being mesmerized by electroplankton earlier i wanted to see more and found this little gem, an interactive audio group. Shame they lie about there name, using a DS that's not very Mac.
iBand
Posted by Ashley Wragg at Wednesday, November 05, 2008 0 comments
Guitar Hero World Tour is the Nuts!!!!
This is a massive step for interactive audio in games not only can you write your own music but you can play it in live.
This is something I found on youtube that was well funny.
Here is the professionals at work demonstrating there what they have made.
Posted by Ashley Wragg at Tuesday, November 04, 2008 0 comments
PES 2009
Just got the Pro Evolution Soccer 2009 demo off Xbox Live and was looking forward to seeing what the game had to offer compared to there last two games on the next gen market. Well I got into a game, Manchester United vs Liverpool and boom the sound was disappointing, being a demo it did not have any commentary which I can understand (maybe to keep the file size down) but this made everything else standout so much more. The crowd chant was constantly being repeated and became annoying within twenty seconds of the half, the kick of the ball seemed to have the same pitch and volume no matter how hard or soft you hit it and also if the ball hit against the post or crossbar of the goal it would make an over enthusiastic twang which was very unrealistic. I will hopefully be showing a video clip of this soon I just need to find a cheap way of getting my console hocked to my pc ,if not it may just have to be a sound clip.
Posted by Ashley Wragg at Tuesday, October 07, 2008 0 comments
Types of Game Audio and its Roles
There are several types of audio within games, these include.
Dynamic Audio
Sound that reacts to changes in the gameplay and/or in response to a user.
If the sound occurs in the game environment reacting to the gameplay rather than responding to the user it is know as adaptive audio. Examples of this are, when playing Grand Theft Auto 4 during a multiplayer deathmatch, the music changes to a fast paced beat when there is thirty seconds left in the game to let the player know there time is running out.
When a player presses a button to jump, run, fire a gun for instant the sound made from this action is know as interactive audio. It is a sound that reacts to gameplay responding to the player.
Diegetic Sounds
Sounds that occur in the character's space
"In non-dynamic diegetic audio, the sound event occurs in the character’s space, but with which the character has no direct participation". [Karen Collins. (2008). Glossary of Game Audio. Available: http://www.gamessound.com/learning.htm. Last accessed 3 October 2008.]
These sound occur in cut-scenes but also appear during gameplay. In Half Life 2 when Gordon Freeman meets Eli Vance for the first time Eli interacts with his computer, the sound from the computer is non-dynamic diegetic audio.
"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." [Karen Collins. (2008). Glossary of Game Audio. Available: http://www.gamessound.com/learning.htm. Last accessed 3 October 2008.]
When the player makes and action like walking, shooting, kicking of a ball for instance the sound made from these is know as Interactive diegetic. The sound is from an interaction of the player in the characters space.
Non-diegetic Sounds
These sounds are triggered in reaction to gameplay there are both Adaptive and Interactive non-diegetic sounds. They are sounds or music that occur outside the diegesis. These are in the same way triggered like there diegetic counterparts.
With Adaptive non-diegetic the sound is unaffected by the characters direct moves
With Interactive non-diegetic the sound reacts to the player directly. An example of such is if the player would get near to an enemy the music would change after passing the trigger point, if the player then moves away leaving the trigger zone the music would return to normal.
Non-dynamic linear sounds are mostly found during cut-scenes of games, the player has no control over these sounds making them non-dynamic.
From the short description of these different types of audio in game it is clear to see there is a lot going on that many people take for granted when playing games. I think that if we didn't have these sound in game they would feel shallow and unentertaining, there are always new ways of get the most out of sound in games one of the newest is Kinetic gestural interaction which is used in such games such as Guitar Hero where the player physically interact with an object (the guitar controller) to trigger the sounds.
Very exciting stuff.
Posted by Ashley Wragg at Tuesday, October 07, 2008 0 comments
A New Start Again
Posted by Ashley Wragg at Wednesday, October 01, 2008 0 comments