Tuesday, 30 April 2013

Aspects of sound in games and movies (26/4/2013)

For the following task I had to analyse the aspects of sound featured in a game level for two video games which featured in my presentation, plus one scene from a movie. You can find my work below. 


Game examples:

Persona 4 (Inside the Velvet Room): 
It is hard to classify the Velvet Room as a level since the player cannot walk around in it, however the player visits it on a regular basis and it is just as important as any of the game's dungeons since it acts as a sort of store that the player visits at certain points in order to progress in the story. Therefore I choose it for my first example.

  • Creating Atmosphere –
In the Velvet room the track known as ‘Poem for everyone’s soul’ always plays whenever the player visits it. However, I believe this track works perfectly for this scene and others I asked agreed with me in thinking that its atmosphere immediately represents a dream or magical location, with the themes of creation and re-birth being mentioned. This is interesting considering the Velvet Room is said to be a "place that exists between dreams and reality, mind and matter" and that in this room the player can combine and form new personas in order to deal with more powerful foes. 

  • Assigning meaning to an event –
The rest of the sounds used in the Velvet Room are executed perfectly since there are only a few additional ones, thus demonstrating that sometimes less is best. The only other sounds are the confirmation noises you get for selecting options and the fusing sound effects which play when you combine Personas. Voice acting also occurs at times, but the original music always makes itself present whilst not distracting the player.

  • Appeal to a certain market –
The music used in the Velvet Room is very different to the rest of the game’s sound track as it consists mainly of good catchy JPOP. However, whenever the player visits this location it is always accompanied by a beautiful piano piece which later blends into a vocal which is a beautiful opera like voice. This is great as players don’t generally hear a lot of this type of music in gaming, however it is very subtle and builds up into something truly amazing when the music which starts off slowly and peacefully before building into a louder and slightly quicker piece. Yet still captures the beauty of the singer's rising voice and therefore appeals to both fans of opera and those just wanting something new to listen to in video games.
Plus it's composed by my favourite video game composer Shōji Meguro, so what isn't there to like?

  • Linked to a broader set of concepts –
Interestingly this music can easily link to the creation of the Personas themselves in the Velvet Room. I also believe that this relates to the singer herself as her voice is calm even at its loudest level. I can imagine her voice representing a mother’s. I think this because most children love their mothers especially when they are very young and it is that sense of security and feeling that everything is going to be ok which comes strongly from this music. In addition mothers often sing to their children and I personally feel that this emotion is something the player feels if they analyse the scene. The singing my also represent the position of a mother figure for the player character since they are staying with their uncle (father figure) and niece, but have no mother figure to approach during their year away from their real parents. Thus the player character returns to the room as often as they do to perhaps seek comfort in the singing.  

  • Providing rhythm for gameplay –
No such rhythm for gameplay exists during the player’s visit to the Velvet Room. 

  • Cueing gameplay events –
No cues are used during the player’s visit to the Velvet Room. 

You can listen to the music featured in the player's first visit to the Velvet Room below.


Mass Effect 3 (Leaving Earth):

Although most gamers agree that they hate the ending of 'Mass Effect 3' and therefore also don't like the game, many people including myself still defend the fact that it had a great opening which I shall write about below.

  • Creating Atmosphere –
The sad track known as ‘The end once and for all’ that I presented to the group recently also plays at the end of the first mission in the game. In my view it does a great job of establishing a sense of loss and fear. From just completing the very first mission the player gets a clear understanding of the atmosphere the game is going with. As shown throughout the whole mission and especially during its final stages the player must understand that this is possibly the end of humanity and that many lives including children's will be taken. This music does this.   

  • Assigning meaning to an event –
During the first mission and throughout the game when the player reloads they hear a reassuring reloading sound for their gun. Then when they interact with machines it makes a number of futuristic sci-fi sounds and when the player character is hurt during battle they will hear a groan and a negative sound indicating a loss of health. Likewise, when they recover health they hear a charging up sound to inform them that they are now ok.

  • Appeal to a certain market –
As the game is meant to be an action, sci-fi game plenty of music that matches these genres is used. Therefore the soundtrack throughout the first level is very futuristic and therefore likely to appeal to fans of sci-fi.   

  • Cueing gameplay events -
Throughout the mission numerous sounds can be heard coming from numerous directions including gun fire, explosions, fire crackling, glass breaking, buildings collapsing, aliens screeching, futuristic machines working and of course the characters talking to one another.     

  • Linked to a broader set of concepts –
Going back to the sad track, not only was it used perfectly to establish the atmosphere of foreboding and therefore the overall theme of the game, but I feel that the scene the music accompanies was also a good choice. Not only does Commander Shepard see first-hand that this may be humanity’s last fight but the Reapers are so large and intimating that it’s like the Earth is literally fighting gods. This is emphasised by the music booming when one of the Reapers appears in front of Commander Shepard at the end of the first mission and easily takes down a number of fleeing ships. Flying away the player then sees their ship fly past the devastation left behind by the Reapers as they take over, seemingly without even being hurt. 

  • Providing rhythm for gameplay -
No such rhythm for gameplay exists during this first mission.  

You can witness the scene with the music included at the end of the prologue/tutorial mission below



Movie example:

Indiana Jones and the Raiders of the Lost Ark (Fight with the mechanic):
Unlike the last two choices which contained the musical themes of creation and rebirth, and sadness and fear, for my final choice I decided to go with a scene from one of my favourite adventure movies.
Not wanting to choose the movie’s classic 'running away from a boulder' scene I went with the 'fight against the mechanic' scene as it has some great music, suspense and it is a well done fight scene.  

  • Creating Atmosphere –
Tense music kicks in when more enemies are approaching, spilt fuel is leaking towards fire and when Indy is far too close to the spinning blades of the aircraft he is fighting around. However, the music is quickly brought back to a more heroic tune when the heroes overcome their odds and pull off some good punches. This is especially apparent when the mechanic is caught by the spinning blades and Indy gets back up to save the love interest from the resulting explosion. Whilst they run away the music merges into the classic Indiana Jones theme I'm sure everyone has heard at least once.

  • Assigning meaning to an event –
Whenever any of the characters interact with something in this scene someone from the Foley department brings that sound to life with the appropriate sound effect. After all, movies tend to film the actions and conversations of the actors and then add the other sounds in later. This is so that in editing the volume of a scene can be made louder or quieter without other background noises getting in the way.

  • Appeal to a certain market –
The music featured throughout the Indiana Jones franchise is so iconic and easily recognisable to fans of the movies that I had to choose it for my movie example. Composed by the great John Williams who is able to make action packed tracks that get audience’s blood pumping with excitement or fear, thus appealing to many fans of action and adventure all over the world.

  • Providing rhythm for the movie –
During the fight scenes music is added in places to accompany each punch and kick, thus adding to the overall impact of the sound effects which are included. Often these hits are done in a rhythmic way so as to add to the overall tension of the scene.

  • Cueing movie events -
You can hear in the distance when the blades are nearing Indy or when enemy reinforcements are arriving by truck.  

  • Linked to a broader set of concepts -
The music is all one long track that is meant to hold the audience’s attention and be heroic. Personally I feel that it is meant to make older audiences remember a time when they weren't sure things were going to be ok. I refer to this regardless of whether it’s someone watching the movie for the first time or re-watching the scene out of nostalgia. After all, there was a time when we were younger when we thought the hero may not survive and the bad guy may win, therefore the music fits this perfectly as there are high moments for the audience rooting for Indy, and low tension building parts for when the bad guys are winning.   

Unable to find the scene online I watched it on my copy of the DVD. However, you can listen to the John Williams score of the fight below. 


The time I refer to in the movie is 1 hour 13 minutes and 20 seconds – 1 hour 20 minutes and 32 seconds.    

Harvard Referencing:
  • Unknown. (2008) Persona 4 - Velvet Room. Available at: https://www.youtube.com/watch?v=NMJ6jTqMtpw (Accessed:26/4/2013)  
  • Unknown. (2010) The Indiana Jones Trilogy - 05. Airplane Fight. Available at: http://www.youtube.com/watch?feature=player_embedded&v=pujgH5eGG0E (Accessed:26/4/2013) 
  • Unknown. (2012) Mass Effect 3 Prologue - PC Demo. Available at: https://www.youtube.com/watch?v=pIcDSzBktNQ (Accessed:26/4/2013) 

Sunday, 28 April 2013

Audio Theory 4 (25/4/2013)

Joining up with the BA's we were inducted into the recording equipment that we will be using throughout the rest of these sessions. The recorder we looked over today was a 'Handy Recorder H4n'. Otherwise known as the 'Zoom H4n Handheld Digital Recorder'.


  • Started with Stereo mode before switching to Mono. Stereo records for one side of an ear phone/speaker whereas mono does both. The benefit of using Stereo is that you can end up separating sounds more easily for retail release as you can have the complete version or just the singing or instrumental version.
  • Can be used to record voices up close, instruments that are plugged in and other such sounds that you record from a distance. 
  • Can switch between 90 and 180 on the mikes (MIC) attached to the top of the device. These refer to the amount of degrees you are recording in. Therefore if your using 90 on a group of people instead of 180 you may miss some people out.
  • Pressing 'REC' to record will only prep the device which is demonstrated by the flashing light. Therefore make sure it is probably set up by making the light not flash, otherwise you will lose your work.
  • If the 'MIC' button is flashing then its a sign that you are recording too close to the source and thus everything is too loud and therefore inaudible. 

We also looked over 'Directional Mikes' also known as 'Gun Mikes' as you hold them as you would a gun. Two types also exist, the 'Shotgun Directional Mike' which records a wider angle but is best for closer sounds and the 'Rifle Mike' which records at long range but, has less of an angle.

We then looked over standard mikes that you would use for karaoke or for interviews. One which was best used for recording voice overs (which interested me A LOT) and an other which recorded miscellaneous sounds.  

We were also given a sheet that listed a number of techniques we could use in order to make certain sounds. Some I knew of already since I have always been interested in folio for games includes the following.  
  • Breaking celery for the sound of breaking bones.
  • Smashing/hitting a cabbage for head impacts. 
  • Using two hollow coconuts and clapping them together to make the stomping of a horse. 

Finally we were asked to get into groups and find a number of sound effects we could use in the 3D environments we made last term. You can see our groups more promising findings below.
  • Tapping on any wooden surface = Knocking on a hard wooden door.
  • Punching a leather sofa = Sounds like hard glass breaking. 
  • Flicking through a pack of cards on a radiator for an extended time = Opening a lock if done for the right amount of time and rate.
  • Stepping on a plastic wrapper = Varied per step but was a mix of stepping on something gooey or on glass.
  • Pushing hard on a chair/scraping it on the floor = Mechanical object or opening a heavy door.
  • Rubbing the mike with your hand whilst a filter is over it = Panting dog/animal.
  • Tapping a fire hydrant = Boat bell of some sort that has a nice lasting ring.

Side Note: Audio practical will be replaced with audio theory, and audio practical will now replace the 3D modeling we were meant to be doing but haven't due to a mix up in the time table. 3D modeling will now hopefully take place on Tuesdays when we were originally doing audio theory. 

Harvard Referencing: 
  • Unknown. (2009) Zoom H4n Handheld Digital Recorder image [Online image]. Available at: http://www.dv247.com/studio-equipment/zoom-h4n-handheld-digital-recorder--61412 (Accessed: 25/4/2013).

Video game music presentations (23/4/2013)

Today's session was nostalgic and overall a lot of fun. I was able to listen to a ton of great music and share with the group many of my favorite tracks from video games that included two examples from my most beloved music composer Shōji Meguro.

My examples included the following which you can see in my presentation slides below.






















After I presented my list I then listened to the rest of the group's presentations which included a number of tracks I have never heard and so I wrote down the references in order to listen to them in my spare time. These include:

  • Metro 2033 - End Theme.
  • Street of Rage - Intro.
  • Mortal Kombat II - Choose your destiny.
  • Assassins Creed 2 - Ezio's family/Venice rooftops.
  • The Hobbit - Working in the Mill.
  • Final Fantasy X - Menu Theme.
  • Okami - The Rising Sun.
  • 8 Bit Runner - general sound that is created through the player succeeding in collecting points.

It was interesting to see how taste in music varied between the members in the group since some preferred older 8-bit tracks and others modern music. Similar to myself, the majority seemed to enjoy both equally and also loved tracks that built to something amazing.

Unfortunately, we weren't able to listen to everyone's choices as we ran out of time and had to listen to a presentation called 'Analyzing sound and music in games' before we left. The presentation looked at the 'aspects of sound' which are used in order to create effective audio in games.

  • Creating Atmosphere: As the heading suggests this is to create the overall theme for the game from dark to action packed. 
  • Assigning meaning to an event: This is when the appropriate sound is given for a positive or negative action the player understands it to be so e.g. a health kit should make a positive sound when used as it's giving health, not a negative sound effect. When something sad is meant to be happening inappropriate heavy metal shouldn't be played as it ruins the atmosphere unless this is intentional. 
  • Appeal to a certain market: As the heading suggests this type of music will appeal to certain fans only such as rock may be used for an action game, whereas harmony for a fantasy genre. 
  • Providing rhythm for gameplay: This is when the player is rewarded with sound for completing goals or collecting points. This is most obvious in the game 8 Bit Runner as it does just this.
  • Cueing gameplay events: Sound that helps tell the player where a sound is coming from.
  • Linked to broader set of concepts: This refers to the impact music can have on people on a personal and emotional level due to its use and build up.  

Using the above will help me to complete the latest task for next week.

The goal: To select two games from our presentation and analyse in-depth the sound used during a game level. Then do the same for a movie scene.  

The above makes me think of 'Left 4 Dead' straight away as it uses music ques for when certain types of special zombies are approaching the player. These include the Tank, a big brutish enemy that players fear due to their devastating damage and resilience. 

Our lecturer also recommend that we play 'Polynomial' which is a game in which the levels are created by the sound imported by the player. This is similar to 'Aerosurf' only its a sort of sci-fi space ship fighting game instead of a racing one.