Today we looked at what audio is in games and what re-active and adaptive sounds are.
First of all we watched the same beach landing scene from 'Saving Private Ryan' twice, but each one had a different musical score. One was bagpipes that I felt suited the scene more as it was sadder and more like an instrument you would hear during WW2. Also it reminded me of the sad ending to 'Black Adder Goes Forth' when the characters all die going over the trench whilst sad music plays.
The second version of it however, had rock music playing which I didn't agree as it detracted from the sadness of the scene. However, I do agree with others that thought that the rock music had a better build up and was better paced since it started with sad singing before the guitar kicks in when the soldiers rush the beach and the music gets louder.
We then had to watch an uncomfortable scene from 'Natural Born Killers' called the dinner scene in which it used a set and canned laughter which one would see and hear in a sitcom. However, the jokes were foul and it talked about domestic violence and abuse in a positive light. Therefore the film deliberately used what we would relate to comedy to make the scene almost unbearable to watch, especially since some of the actors in the scene are comedy actors playing horrible characters.
We then analysed what re-active and adaptive sounds are in games.
- Re-active: Any sound that reacts to the player's input.
- Adaptive: Any sound that reacts to the game's state.
After looking over the above we then had to do a task which you can see on the next blog post.
You can also read the notes I made on the session below.
- We will put together audio for the 3D demo we made which may include voice acting (I hope).
- We will be inducted into audio equipment at some point.
- Music affects people in a variety of ways as different experiences can be related to certain music.
- Recommend we look at the following website: http://www.gamestudios.org/
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