Wednesday, 4 December 2013

Adaptive and Reactive Sounds + Presentation Task


Reactive: Reactive sounds are sounds that respond to an input. Within video games, generally reactive sounds are associated with the player inputting commands via a control device. For example; Player presses the movement button – Footsteps can be heard as the character walks.

Adaptive: Adaptive sounds are sounds that don’t respond to an input, but rather occur without any input. Within video games, adaptive sounds are generally background noises, or environmental noises. 

Super Meat Boy – Reactive Sounds
  • The sound of Meat Boy jumping is reactive, due to the player pushing the jump key, thus creating the sound.
  • Jumping off walls is also a reactive sound. When the player pushes the jump button whilst on a wall, a sound is played slightly different to the standard jump sound.
  • Meat Boy running is a reactive sound, due to the player pushing a button and making Meat Boy run.
  • The sound of Meat Boy dying is a reactive sound, due to the player inputting at the wrong time.
Super Meat Boy – Adaptive Sounds
  • The initial start-up sound is an adaptive sound, which is started whilst the game is loading.
  • The in-game music is an adaptive sound, due to it starting when a level begins.
  • The sound of the saws buzzing is an adaptive sound as they are always running and are part of the environment noise.

Helicopter Game – Reactive Sounds


  • The sound of exhaust fumes plays, every time a player clicks the mouse making it reactive.
  • The sound of a crash when the player dies is reactive, prompted by the player going wrong with the controls.

Helicopter Game – Adaptive Sounds


  • The sound of the helicopter engine running is adaptive because it is always playing.

Star Wars – Obi Wan vs Darth Vader – 

Reactive Sounds




  • The lightsabers clashing are a reactive sound.
  • The footsteps as they approach each other are a reactive sound caused by the characters walking.
  • The talking between the two characters is a reactive sound due to it being a response.
  • The whirl of the lightsabers is reactive, because the sound only occurs when the character moves it.
  • Darth Vaders respirator noise is an adaptive sound because it is a sound produced in response to Vader breathing.

    Star Wars – Obi Wan vs Darth Vader – 
Adaptive Sounds

-Hum of lights in the background.
-The background sounds of stormtroopers.



















Tuesday, 3 December 2013

Aspects of Sound

What is sound used for within video games? 

Creating Atmosphere 

Audio within video games and films are used to create atmosphere within scenes. They can do this via the use of music, or even sounds from the back ground. Sometimes, even a lack of sound can help to create atmosphere.  

Assigning Meaning to an Event

Games and films also use audio to assign meaning to an event. This can be anything from the ping of a microwave letting someone know that it's done, to sirens after a nuclear missile has been launched. This helps to give the player/viewer an understanding of the event, without having masses of detail. 

Appeal to a Certain Market

Audio can also be used to appeal to a certain market, both within game, and film. For instance, if a game has some particularly heavy, screamed metal, then the game is going to appeal to a metal audience, but others may find it difficult to interact with it. This can be useful, as it allows companies to focus directly on a select group.  

Providing Rhythm to Gameplay.  

This particular section applies mainly to games. Audio within video games can sometimes be used to provide rhythm to gameplay. For example, the game 'Guitar Hero' uses rhythm to get the players to tap coloured keys in time with the music. 

Cueing Gameplay Events.

Audio can be used also to cue gameplay events allowing the player to know what going on, without the use of text or any other prompt. For example, if the music spikes suddenly, the player can guess that something intense, or even scary is going to happen. 

Applying this to Games

Heroes of Might and Magic 6   


Creating atmosphere - When the player is on the world map, gentle music can be heard in  the background, helping to bring an ambient soft feel. This helps create the atmosphere for the race, Humans who are in the game world, mostly associated with peace. 

Assigning Meaning to an Event - When the player picks up a chest the sound of gold clattering can be heard. This helps to indicate that the player has just been rewarded. 

Appeal to a Certain Market- I could not find an example of this during the gameplay video.

Providing Rhythm to Gameplay - Again, I could not find an example of this. 

Cueing Gameplay Events- As a character enters a battle, the music drops slowly and sounds much like a horn. This signifies to the player that a battle is about to begin. 

The Witcher 2  


Creating Atmosphere-Cries in the background of where the player is, indicates that the place is a prison. Screams can be heard in the background, and it helps the player get a good sense of the environment.  

Assigning Meaning to An Event- Right at the start, as the game is started there is a low emotional track as the main character runs through a forest. This builds the idea of a saddened state, as if something terrible has just happened. 

Appeal to a Certain Market- I could not find an example of this within the game.

Providing Rhythm to Gameplay- I could not find an example of this within the game. 

Cueing Gameplay Events- As the siege on the castle begins, fast paced music begins, building up tension, cueing the death of someone soon.