Journal #6241

Posted 14 years ago2009-11-25 11:29:37 UTC
Habboi HabboiSticky White Love Glue
Perhaps one of you peeps can help me out.

I'm writing a dissertation on sound in horror games soon and I need to know the different categories of sound effects.

Wiki says in film that you get:

?Hard sound effects are common sounds that appear on screen, such as door slams, weapons firing, and cars driving by.

?Background (or BG) sound effects are sounds that do not explicitly synchronize with the picture, but indicate setting to the audience, such as forest sounds, the buzzing of fluorescent lights, and car interiors. The sound of people talking in the background is also considered a "BG," but only if the speaker is unintelligible and the language is unrecognizable (this is known as walla). These background noises are also called ambience or atmos ("atmosphere").

?Foley sound effects are sounds that synchronize on screen, and require the expertise of a Foley artist to record properly. Footsteps, the movement of hand props (e.g., a tea cup and saucer), and the rustling of cloth are common foley units.

?Design sound effects are sounds that do not normally occur in nature, or are impossible to record in nature. These sounds are used to suggest futuristic technology in a science fiction film, or are used in a musical fashion to create an emotional mood.

But what about video games? Any sound pro?s here that can perhaps tell me? I have a mix of sounds such as bangs, ambience and so on but it would be great to know the full names for each sound effect type.

2 Comments

Commented 14 years ago2009-11-25 13:51:38 UTC Comment #44464
I wouldn't doubt that a lot of the sounds have the same name and use. Only difference would be the Foley IMO. They would be attached to items via trigger or scripted sentence..

Other than that, this sounds like a great topic for a paper. I definitely wish you good luck
Commented 14 years ago2009-11-25 14:11:23 UTC Comment #44463
Well thank you. The truth is that I made my prototype about a year ago before I even knew about this task and it's funny how it fits in with the thesis.

Almost too perfect, as if I know how to make a good horror game ^_^

Some of the tests are stuff like delayed sounds at different intervals, a choice of direction so one corridor with sound, the other without, silence areas for allowing the player to reflect on what has happened according to Donald Norman's theory on visceral responses.

I also intend to make the player recognise a sound by using it to scare them and then when they hear it again I'll note down how they react to hearing it again as they know it means bad.

Should be interesting though, I got a sports watch to monitor their heart rate but it requires a chest strap which was NOT in the picture when I bought it >_>

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