Tuesday, 9 April 2013

sound for games research, looking at two games and one film

first game:
title: commando 3 

re-active sounds:


  • guns firing both the players and the enemies, when the player fires his/ her weapon a sound effect is produced, the sound is a short explosive sound that is repeated every time the player pushes the firing button and the character pulls the trigger.
  • explosions, when ever the player shoots a explosive barrel or vehicle it explodes, this explosion animation is followed by a long explosive sound effect which is loudest half way though its run time.
  • knifing sound, when the character uses his knife a sound effect triggers creating a slashing noise, this noise changes when an enemy is hit by the knife.
  • enemy kicking sound 
  • enemy flame thrower sound 
  • player being hit sound 
  • enemy dying sound 
why are these re-active sounds:
the reason these sounds are reactive is because they are a response the players actions and wouldn't be happening if the player was not interacting with enemies or the environment.

adaptive sounds:


  • background sound track 
  • enemies laughing 
  • laser sounds 
  • vehicle sounds 
  • robotic elephant boss sound track 
why are these sounds adaptive:
these sounds are adaptive because they are created to by the environment and not produced by the player creating a action.
second game:
title: Dino Strike 

re-active sounds:

  • player punching sound 
  • enemy getting hit sound effect 
  • player being hit sound effect 
  • player defeating dinosaur sound effect 
  • player shouting when punching 
  • crates being smashed 
  • player picking up items 
  • enemy chainsaw attack
  • enemy getting hit sound effect 2  
  • player stabbing sound
  • enemy being stabbed sound effect 
  • enemy shotgun sound 
  • whipping sound effect 

adaptive sounds:

  • games looping sound track 
  • enemy reeving his chainsaw
  • winning sound 

film:

re-active sounds:

  • main character drawing his sword 
  • main character screaming 
  • cannons firing 
  • enemies firing their muskets 
  • main character throwing his sword 
  • main character being shot 
adaptive sounds:

  • horses neighing and trotting 
  • background sound track 
  • samurai yelling in the background 
  • enemy soldiers running onto the battle field
  • cannon balls hitting the ground
  • enemies present there weapons 
  • samurai being hit by musket balls 
  • Gatling gun fire


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