Sunday, 28 April 2013

Analyzing game sounds

Outrun
My first choice for game audio is outrun arcade.  The objective of this game is to drive a Ferrari sports car with a female passenger through a variety of stages in order to reach the finish line at the other end.  When the player has selected the car, musical track, transmission and game mode the game begins with the car driving up to the start line while a crowd of spectators to the right cheer in anticipation as the player launches of the line.  The sound of the crowd creates an atmosphere equivalent to a sporting event that complements the arcade style of the game.

  The tyre screeching also adds to the atmosphere as it is energetic and fantastical.  During the game the player can drift around corners, overtake other cars and Ferraris and passthrough checkpoints that grant the player extra time.  When the player overtakes a regular car the sound of it passing is heard and in the top right corner the player is given points depending on the type of vehicle that the player has overtaken.  As a Ferrari is overtaken the sound of its engine is played along with a grant of points but this time, shortly after the sound of a kiss and a twinkle sound is played and a few red hearts appear above the passenger. 

 The sound of screeching tyres is heard whenever the player drifts around the corner or breaks suddenly and when the player passes through a checkpoint a series of beep sounds in quick succession play along with the numbers that represent the extended time limit flash all screen.  This game appeals to people who enjoy racing games, car enthusiasts or more specifically Ferraris and those who want to experience something that not everyone can partake in.  The players choice of music can provide rythm to the flow of game play.

A majority of the music is very fast and driving which coincides with the aesthetic of the game while some of it tends to be steady but constant.

The Hobbit
For my second choice I have decided to pick the Hobbit video game.  In the Hobbit the player takes on the role of Bilbo Baggins as he embarks on an epic journey with a group of 12 dwarfs and a wizard.

  due to the amount of levels in this game I will be mainly focusing on the Shire level at the beginning of the game.  After the player steps out from bag end he or she finds himself outside in the Shire.  The sounds of birds, water and other creatures can be heard, this sets the mood of the game as a natural and magical place which is the perfect setting for a fantasy adventure. 

 Throughout the game the player collects gems, silver coins and mushrooms.  Upon acquiring the gems they make a brief chiming sound along with the silver coins, the mushrooms also make a sound upon collection.  The game is mainly aimed at younger gamers who enjoy fantasy adventure games, the sounds used within the game suit the demographic perfectly.

  The music in the level sounds very traditional with flutes, drums and other instruments; the music is very relaxed and slow-paced which coincides with the overall feel of the Shire.  The sound and music may have deeper meaning to other people who like the semi-mediaeval style of music and also those who enjoy nature.

Avengers Assemble
For my last entry I will be examining the superhero movie Avengers Assemble.  I am primarily focusing on the first ten minutes of the film.

In this scene agents from the organisation known as S.H.E.I.L.D are called in to investigate a disturbance at their base.  What happens is that a God teleports into the testing facility of the base and steals a blue, luminous cube and escapes from the base while destroying it in the process.


Most of the sounds used in this sequence are military and science-fiction noises which fit in with the theme of modern superhero movies.  The sound of gunshots, electronic pulsing, rumbles and cracks are heard throughout this sequence.  There are also the sounds of machinery and electric interference that feature as background ambience.  The music in this scene is very dramatic and heroic.  It has idle periods in between to allow for the dialogue and exposition to be delivered.

  The music which plays when the title appears is a sped up version of the movies' theme.  The music during this little part sounds like music to play for the title sequence of a TV show, this may have a deeper meaning to some people who enjoyed superhero cartoons and comics.

Tuesday, 9 April 2013

Reactive and Adaptive sound

In this post I am examining two flash games and a clip from a movie for reactive and adaptive sounds.

Reactive sounds are the sounds that respond to direct player actions such as firing a gun or smashing a box.  Adaptive sounds don't respond to direct actions but instead react to the game state.  Things like the countdown clock, low health alarms and power gauges are all adaptive sounds. These sounds can also apply to background noises and ambiance.

Zombie shooter

This game is a physics puzzle game where you have to shoot obstacles that will land on and kill the zombies.

Reactive sounds
  • Gun shot sounds and the whistle of bullets occur when the player clicks the mouse.

Adaptive sounds
  • The background music plays continuously 
  • The bullets ricocheting of surfaces and the dynamite exploding after bullet impact.
Jack Smith

This is a strategy game where the player operates a black smith in order to arm soldiers for battle.

Reactive sounds
  • The selection of buttons
  • The hammer beating metal
  • The pumping bellows
  • The dropping of parts on to the forged weapon
Adaptive sounds
  • The copper and other metals selected dropping into the pot
  • The crackling fire
  • All sword fighting in the battle section

Lord of the rings: The fellowship of the ring

I'm looking at the halls of Dwarrowdelf and the Balins' tomb scene.


Reactive sounds
  • The music upon illuminating the great hall of Dwarrowdelf.
  • The music changes upon the discovery of the tomb of Balin.
Adaptive sounds
  • The idling music in the background.