The Effects Of Music In Games
2. Bioshock Infinite "Welcome to Colombia"- The music starts off with unsettling strings getting faster at a rapid rate which places a sense of fear into the player, reflecting what the protagonist, Booker DeWitt is feeling at the time. At the climax of the strings there is a slight pause before a calming piano piece begins, making the player feel safe and relaxed as they gaze over the new environment of the seeming utopia of Colombia. But towards the end of the song it seems somewhat sinister which makes the player keep their guard up and begin to question this supposed paradise. This is an effective piece that the developers have put in as it is deeply immersive and immediately makes the player feel what the developers had in mind for Booker.
(https://www.youtube.com/watch?v=C8Y6_qq05Bg)
3. Silent Hill 2 "Promise Reprise"- Immediately this piece builds tension and suspense right from the beginning with its sinister and unnerving piano music. It swiftly makes the player begin to fear the unknown as they wander around the town of Silent Hill. this piece is clearly designed by the developers to make the player feel paranoia and question what’s around every corner and build up the atmosphere of isolation in a twisted and nightmarish town and does so to great effect, building tension that only heightens he player's fear and curiosity.
(https://www.youtube.com/watch?v=8N_PXTGdlGw)
4. Metal Gear Solid 3 "Main Theme"- This song starts out quieter and uses sound effects that puts the listener in mind of a jungle, quickly giving the player a more immersive feeling for the game's setting of a jungle environment, Soon it's pace quickens and begins to play the epic orchestral section which places a sense of grand action and adventure in the player which reflects some of the more of the high action sequences the game holds. Part way through however the music it begins to slow and become less high intensity but raises the feeling of tension, in turn this reflects the main portion of gameplay as it puts the player more in mind of the stealth action that the series is famous for. It suddenly quickens its pace back to that of the intensity of the main part of the theme which seems to symbolise the way that the gameplay can shift in an instance from high tension stealth to quick passed action in an instant. After the music calms down again it becomes far more mellow and sad, alluding to the story and its more emotional moments. The music was composed by Harry Gregson Williams and serves as almost an auditory shorthand for what the game entails and how certain parts will make the player feel which I believe it does well.
(https://www.youtube.com/watch?v=rNVCD1dsnJI)
why is music and sound fx so important within games development?
1. Dark Souls "Artorias boss fight
theme"- this music has a highly ominous and threatening tone that
immediately makes the player to just how tough the fight will be, it serves to
intimidate the player and add atmosphere to an already brutal boss fight. But
the song also has more sombre undertones to allude to the sad backstory of the
boss your facing making the player also feel sorry for the boss as they slay
it. This sense of sadness amidst fear of something greater than you also
reflects the backstory of the boss and seems to have been done on part of the
developer in an attempt to make the player feel akin to the character of
Artorias as his fate of losing his mind and attacking all those he comes across
parallels the fate that you have often been told you are doomed to face as an
undead. I believe that the developers were successful in this as you have
gained some small titbits of information on his back story and this works as a
climax to bring all the pieces together. (https://www.youtube.com/watch?v=CbTI_Bzy29I).
2. Bioshock Infinite "Welcome to Colombia"- The music starts off with unsettling strings getting faster at a rapid rate which places a sense of fear into the player, reflecting what the protagonist, Booker DeWitt is feeling at the time. At the climax of the strings there is a slight pause before a calming piano piece begins, making the player feel safe and relaxed as they gaze over the new environment of the seeming utopia of Colombia. But towards the end of the song it seems somewhat sinister which makes the player keep their guard up and begin to question this supposed paradise. This is an effective piece that the developers have put in as it is deeply immersive and immediately makes the player feel what the developers had in mind for Booker.
(https://www.youtube.com/watch?v=C8Y6_qq05Bg)
3. Silent Hill 2 "Promise Reprise"- Immediately this piece builds tension and suspense right from the beginning with its sinister and unnerving piano music. It swiftly makes the player begin to fear the unknown as they wander around the town of Silent Hill. this piece is clearly designed by the developers to make the player feel paranoia and question what’s around every corner and build up the atmosphere of isolation in a twisted and nightmarish town and does so to great effect, building tension that only heightens he player's fear and curiosity.
(https://www.youtube.com/watch?v=8N_PXTGdlGw)
4. Metal Gear Solid 3 "Main Theme"- This song starts out quieter and uses sound effects that puts the listener in mind of a jungle, quickly giving the player a more immersive feeling for the game's setting of a jungle environment, Soon it's pace quickens and begins to play the epic orchestral section which places a sense of grand action and adventure in the player which reflects some of the more of the high action sequences the game holds. Part way through however the music it begins to slow and become less high intensity but raises the feeling of tension, in turn this reflects the main portion of gameplay as it puts the player more in mind of the stealth action that the series is famous for. It suddenly quickens its pace back to that of the intensity of the main part of the theme which seems to symbolise the way that the gameplay can shift in an instance from high tension stealth to quick passed action in an instant. After the music calms down again it becomes far more mellow and sad, alluding to the story and its more emotional moments. The music was composed by Harry Gregson Williams and serves as almost an auditory shorthand for what the game entails and how certain parts will make the player feel which I believe it does well.
(https://www.youtube.com/watch?v=rNVCD1dsnJI)
5. Mega Man 2 “intro theme” – the opening screen
of Mega Man 2 starts off at the base of a skyscraper with a soft and more
relaxed opening piece of music to accompany it as text appears to give new
players a basic idea on the backstory of the first game, after the text has
finished the screen begins to pan upwards towards the top of the skyscraper and
as it does so he music accompanying it also begins to increase in pace which
helps to gradually build up the players excitement. As the screen reaches the
top of the skyscraper the music suddenly increase to a very fast pace which
swiftly gets the player even more excited for what they’re about to play, this
use of music accompanying the game is a quick and effective way to get your
player hyped up for it and more invested at the earliest possible stage which
is what I believe the developer intended. I believe that the piece is highly
effective at this purpose and has gone down as one of the most famous songs in
gaming history.
(https://www.youtube.com/watch?v=ZT9DST_M_g8)
(https://www.youtube.com/watch?v=ZT9DST_M_g8)
why is music and sound fx so important within games development?
Sound effects have an incredible influence on the overall
game experience. While a game may be able to get by without music or dialogue,
one without sound effects will be very disappointing. It’s inconceivable to
think of players firing “silent” weapons or seeing soundless conflagrations
erupt in their paths. Early games may have been rudimentary, but their
designers always understood that sound effects are more than just
entertainment. The complexity of today’s game sound has led to an entirely
distinct job description and career path—involving the creation of nearly
everything the player will hear.
Purpose of Game Sound Effects
Sound effects exist specifically to give feedback to players,
immerse them inside the virtual realm, and provide an entertaining
experience—all of which are key ingredients to a successful video game. Since a
game is nothing more than lines of code and pixels of collared light, the sense
of sound is what adds warmth and familiarity to what is happening on the
screen. Although many current games employ 3D and even hyper realistic images,
the player is still only looking at pixels; the only “real” sense fully experienced
by the player is sound. Granted, players aren’t hearing a “real” bird chirp or
weapon fire—but the sound they do hear is an actual recording of the real
object or a close reproduction of it. Whether it is a “real” sound or not, the
impact is the same and the sound plays its specific role.
http://designingsound.org/2010/10/aaron-marks-special-function-of-game-sound-effects/
What is waveform?
Amplitude: As waves travel, they set up patterns of disturbance. The amplitude of a wave is its maximum disturbance from its undisturbed position. Take care, the amplitude is not the distance between the top and bottom of a wave.
Frequency: The frequency of a wave is the number of waves
produced by a source each second. It is also the number of waves that pass a
certain point each second. The unit of frequency is the hertz (Hz). It is
common for kilohertz (kHz), megahertz (MHz) and gigahertz (GHz) to be used when
waves have very high frequencies. For example, most people cannot hear a
high-pitched sound above 20 kHz, radio stations broadcast radio waves with
frequencies of about 100MHz, while most wireless computer networks operate at
2.4GHz.
Wavelength: The wavelength of a wave is the distance between
a point on one wave and the same point on the next wave. It is often easiest to
measure this from the crest of one wave to the crest of the next wave, but it
doesn't matter where as long as it is the same point in each wave.
Pitch: the quality of a sound governed by the rate of
vibrations producing it; the degree of highness or lowness of a tone.
Hertz: Named after Heinrich Hertz and abbreviated as Hz or
illustrated as the f symbol, hertz equals one (0.00000000125) cycle per second,
measuring the waves or frequencies of electric changes each second. Hertz is
commonly used to measure a computer monitor's refresh rate and in computer
processors. In the picture below of a wave, one oscillation is a representation
of a cycle or hertz.
Decibel level: The decibel (dB) is used to measure sound
level, but it is also widely used in electronics, signals and communication.
The dB is a logarithmic way of describing a ratio. The ratio may be power,
sound pressure, voltage or intensity or several other things.
Sound Generation: Sound waves are generated by any vibrating
body. For example, when a violin string vibrates upon being bowed or plucked,
its movement in one direction pushes the molecules of the air before it,
crowding them together in its path. When it moves back again past its original
position and on to the other side, it leaves behind it a nearly empty space,
i.e., a space with relatively few molecules in it.
Jack Foley: In 33 years jack Foley the sound-effects pioneer worked on stage 10 at universal studios, all the time he never received an on-screen credit for his own inventive and that cost his cost-saving contributions dearly, but the art he created by himself in the early days of sound technology they decided to name it after him and it is always featured in every film at all the cinemas.
Every sound we hear at the cinemas that isn’t music or dialog
is always a sound effect, from the footsteps to being punched or kicked, from
the clothes rustling in the wind, the sound we hear was either created by Foley
himself or was placed there by a sound editor, they most likely went out and
took it from a vast selection from a wide range of sound effects or they went
out to record it themselves, they might have combined it with some others sounds
and or altered the pitch.
Nearly all the sounds pictures have dialog and some sort of
music but they are missing the noise of the movement and the sounds all around
them, soon some other the sound editors
started using Foleys idea in their own movies and started to create footsteps
for the actors but they would constantly use the same track over and over
again, Foley then came up with the idea of projecting the moving image in a
sound stage and syncing the sounds with the actors movement they started to use
different surfaces and many different props they could find, it was then said
that Foley could make it sound like there were three men walking by only using
two feet and a cane.
WHAT IS TIMBRE?
Sounds may be generally characterized by pitch, loudness, and
quality. Sound "quality" or "timbre" describes those
characteristics of sound which allow the ear to distinguish sounds which have
the same pitch and loudness. Timbre is then a general term for the
distinguishable characteristics of a tone. Timbre is mainly determined by the
harmonic content of a sound and the dynamic characteristics of the sound such
as vibrato and the attack-decay envelope of the sound.
Some investigators report that it takes a duration of about
60 Ms to recognize the timbre of a tone, and that any tone shorter than about 4
Ms is perceived as an atonal click. It is suggested that it takes about a 4 dB
change in mid or high harmonics to be perceived as a change in timbre, whereas
about 10 dB of change in one of the lower harmonics is required.
http://hyperphysics.phy-astr.gsu.edu/hbase/sound/timbre.html
Legal
considerations of using sound in games
The legal considerations of using sound in your project can
be massive and when not done correctly can have massive implications and
consequences. Things like copyright are one of the biggest things to take in to
consideration when creating a game. Copyright is a system in which the creator
of something has control over it and it can’t be used by just anyone to profit
off of it. Things such as songs that are used in games often have lengthy legal
processes before they are usable in the game, this is often where the creator
and the people who wish to use it reach an agreement in which the creator will
receive something in return for the use of their work, which most often takes
the form of a fee demanded up front for its usage, royalties entitling the
creator to a share of the proceeds the project generates, or a mix of the two.
These agreements are a highly important part of the legal process. Another use
is from royalty free sources, these are free for the public to use as they see
fit. Sources of things like this include sites like freesound.org and often
work based on the agreement that the creator will credited as is appropriate in
the hopes of getting them publicity and recognition. Another way is to create
the sounds yourself as you will not need any agreements or anything and will be
able to be more independent and less likely to face any legal implications from
doing so.
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