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.



















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