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Page 1: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’
Page 2: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Learning Outcomes

By the end of the lesson, you will be able to: -

• Identify the different contexts in which sound is used by games.

• Explain how sound can be used to communicate information and emotion.

• Articulate the use of sound design theories as they relate to games.

Page 3: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Question:Where would you expect to find sound in games?

Page 4: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Sound Elements

• Gameplay and mechanics

• Cutscenes and cinematics

• Menus and interfaces

• Title screens and credits

Page 5: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Music Sound Effects Voice

Sound Examples

Page 6: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Music Sound Effects Voice

Battle

Ambient

Radio Stations

Puzzle Solving

Environment

Character

Weapons

Navigation

Dialogue

Tutorial

Narration

Incidental

Sound Examples

Page 7: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Communication

• We have already established that the subjective quality of sound can be used to communicate with an audience.

• It can be used to illicit an emotional response in concert with other narrative elements.

• It can also be used to convey different types of information or messages to the player.

Page 8: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Interface Sounds

• A common use of informative audio is in user interfaces.

• The system needs to quickly communicate the results or status of user activity, often without the aid of visuals.

• The characteristics of the sound reflect the message that it is trying to communicate.

Page 9: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Sound Generation

• Using BFXR, create a set of informative sounds which represent the following system messages: -

• Log In, Log Out, Attention, Correct, Incorrect

• Export the complete sounds and challenge someone to identify the intended message of each one.

Page 10: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Context

• Our association with certain types of sounds can also add context to ideas, settings and narratives.

• For example, these kinds of sounds immediately communicate high-tech, futuristic or science fiction themes.

• They can also communicate ideas about brands; the startup sounds for the GameCube and PlayStation 3 tell you something about Nintendo and Sony respectively.

Page 11: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Music & Emotion

• Music is a powerful tool in evoking emotion from an audience.

• Listen to the three following themes; what do they tell you about the games they are from?

• Can you guess what kind of gameplay or narrative genre they possess? How do they make you feel? Why?

Page 12: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Game Gameplay Themes

FableExploration

Magic & SwordplayRoleplaying

FantasyAdventure

Good vs. Evil

Sim CityConstructionEconomicsSimulation

RealityProgress

Commerce

Gears of WarPoint-to-Point BattleHeavy LocomotionCover & Gunplay

Science FictionMilitaryLoss

Music Examples

Page 13: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Element Definition Emotion

Tempo The speed or pace Fast Tempo: Happiness, excitement or anger Slow Tempo: Sadness, serenity

Mode The type of scale Major Scale: Happiness, joy Minor Scale: Sadness

Loudness The amplitude or volume High Volume: Intensity, power, angerLow Volume: Relaxation, timidness

Melody The linear sequence of notes Complementing Harmonies: Relaxation, serenityClashing Harmonies: Excitement, unpleasantness

Rhythm The pattern or beatConsistent Rhythm: Happiness, peace

Irregular Rhythm: Amusement, uneasinessVaried Rhythm: Joy

Music Elements

Page 14: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Audio Signatures

• Narrative can be enhanced through signature audio; recurring sounds or musical themes which represent specific characters.

• The theme from Jaws and the Imperial March from Star Wars represent two well-known examples from film.

• They amplify and highlight character presence, communicating personality and intent.

Page 15: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Law & Order

• Law & Order is an American police procedural and legal drama.

• A sound known as ‘The Clang’ is played between scenes when the plot advances, giving the audience a sense of immediacy.

• It is composed of over a dozen different sounds, many of which are associated with them themes of the show including a judge’s gavel and a jail door closing.

Page 16: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Leitmotif

• Occasionally, variations on a theme will be used to represent a character, place or idea throughout a narrative.

• This is known as a leitmotif; it uses a recurrent musical phrase or melody, but alters characteristics such as mode or tempo as required by the story.

• LA Noire has an established theme which is then used to create a leitmotif associated with Cole Phelps’ character arc.

Page 17: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Sound Diegesis

• Sound used in games, film and television can be classified as being either diegetic or non-diegetic.

• This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’ in Greek.

• Most games have combination of both diegetic and non-diegetic sounds.

Page 18: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Diegetic Sound

• Sound which is implied to exist within the game environment is diegetic.

• This encompasses actions such as gun shots, character voices or music from an evident source.

• Another way of thinking about diegetic sound is as actual sound; it must come from something happening on or off screen.

Page 19: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Non-Diegetic Sound

• Sound which exists outside of the game environment is non-diegetic.

• This includes suspenseful or dramatic music, a narrator’s commentary or sound cues without an evident source.

• Another way of thinking about non-diegetic sound is as commentary sound; it is used to enhance the audience experience.

Page 20: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Sound Diegesis

• Some games blur the line between diegetic and non-diegetic sound to create interesting and unpredictable narratives.

• In both The Stanley Parable and Bastion, the narrators describe what is happening but also react to player actions and influence the story.

Page 21: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Interactive Audio

• Film and television use linear audio; sound which has been specifically edited and synchronised so that the audience experiences it in exactly the same way every time it is heard.

• Many modern games make use of adaptive or interactive audio; sound which is reactive to player actions or other emergent elements.

• Software such as FMOD allows the characteristics of sound or music to be altered in real-time.

Page 22: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Adaptive Environments

• An audio designer can define the acoustic characteristics of an environment, as well as decide where different sounds will emit from.

• These characteristics will match the visuals; as the player moves toward or away from an object, its emitted sound will increase or decrease in volume. Similarly, a gunshot will generate more reverb in an enclosed space and less in an open space.

• BioShock Infinite - The First Five Minutes

Page 23: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Adaptive Music

• Musical elements can also be made reactive to player-driven events.

• Many games feature soundtracks which are partially non-linear in terms of structure, instrumentation or other characteristics.

• Shorter cues can also be used to accompany game mechanics; Gears of War features a prominent ‘gong’ phrase to signify the end of a battle.

Page 24: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Question:What are the advantages of interactive audio?

Page 25: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Advantages

• Increases the credibility and immersive qualities of game environments.

• Enhances the narrative and action by sharing greater parity with on-screen events.

• Potentially saves time and money by allowing samples to be reused; i.e. changing the pitch of a care engine.

Page 26: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Expectations

• The pairing of audio and visuals has great affect on the message or emotion that is conveyed to an audience.

• Music can either satisfy or defy our expectations, which are defined by generally accepted conventions.

• The choice of music in relation to visuals defines whether it is parallel or contrapuntal in nature.

Page 27: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Parallel Music

• Parallel Music is what we would expect to hear when viewing or playing a specific sequence.

• It underlines the emotion or mood evident in a scene.

• Call of Duty Advanced Warfare - Trailer

• The Elder Scrolls V: Skyrim - Trailer

Page 28: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Contrapuntal Music

• Contrapuntal Music purposefully opposes on-screen action to create a sense of juxtaposition or irony.

• Its use can completely change the mood or message of a scene. Silence can also be used to a similar effect.

• Dead Island - Announcement Trailer

• Fallout 3 - Teaser Trailer

Page 29: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Question:What effect does parallel or contrapuntal music have upon the previous examples?

Page 30: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’

Further Viewing

• The Sound Design of Battlefield 3

• The Sound Design of Borderlands 2

• The Music of Middle Earth: Shadow of Mordor

Page 31: Learning Outcomes€¦ · can be classified as being either diegetic or non-diegetic. •This relates to the way sound is used within the narrative; diegesis translates to ‘narrator’