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.
- The idling music in the background.
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