Music inVideo Games
Dynamic Audio: Sound which reacts to
changes in the gameplay environment and/or
in response to a user.
• Adaptive Audio respond to an event that the
player triggers eg.When doing a challenge
with a time constraint, as the time runs out the
tempo gets faster.
• Donkey Kong Game Boy
• http://www.youtube.com/watch?v=L1SUcCgw
4xo
• Interactive Audio: Respond to the player
directly for example sound effects related to a
character jumping. Pressing the button again
will play the sound again to match the action.
• Mario jumping sound
• http://www.youtube.com/watch?v=bVYH6XP
NdPI
Diegetic sounds: sounds that occur in the character’s
space similar to Diegetic music used in film
• Non-dynamic diegetic audio: the sound event
occurs in the character’s space, but with which
the character has no direct participation.
• For instance, in Portal when Chell (your
character) comes across the radio that plays
the main theme in a more upbeat way.
• http://www.youtube.com/watch?v=mD3v1B_a
Xw0
• Adaptive diegetic audio. In Legend of
Zelda: Ocarina ofTime, at dawn we hear a
rooster crow, and in the ā€œdayā€ sequences of
Hyrule Field, we hear pleasant bird sounds.
When the game’s timer changes to night-time,
we hear a wolf howl, crickets chirp, and various
crows cawing.These sounds are diegetic and
adaptive.
• http://www.youtube.com/watch?v=yfrhek3O8
ew&index=32&list=PLDDC74011619A10AE
Diegetic sounds: sounds that occur in the character’s
space similar to Diegetic music used in film
• Interactive diegetic sounds occur in the character’s space, with which the player’s
character can directly interact.
• In Zelda opening a chest and receiving an item play two sounds.
• Opening treasure box:
http://www.youtube.com/watch?v=HdOOGs33hOg&index=7&list=PLDDC74011619
A10AE
• Receiving item:
• http://www.youtube.com/watch?v=wP2zuMc6jOs&index=8&list=PLDDC74011619
A10AE
Non-diegetic sound: background music and
sound effects
• Interactive non-diegetic sounds are sound
events occurring in reaction to gameplay. For
example in Skyrim when a dragon approaches
signifying the beginning of a battle sequence.
• Day time ambient music
• http://www.youtube.com/watch?v=6dO9W0Ha
UJ4&list=PL356BBB63A413A215&index=7
• Dragon fight
• http://www.youtube.com/watch?v=P_gcNzSb0
OI
• Non-dynamic linear sounds: Usually the
introductory movies or cut-scenes in games.
Players have no control over these sounds.
• Call of Duty: ModernWarfare 3 Opening
Cutscene
• http://www.youtube.com/watch?v=tQz66naGJ
-c
• Note this contains dialogue, non-diegetic and
sound effects.
Kinetic gestural interaction in which the player
bodily participates with the sound on screen.
• This can be exampled in Zelda: Ocarina ofTime
by playing the ocarina during gameplay
whereby the character pushes a series of
buttons to produce diegetic sound.
• Here Link is taught to play Zelda’s Lullaby on
his ocarina using buttons on the Nintendo 64
controller.
• http://www.youtube.com/watch?v=yVL6VVw4
b_w
• This can also be directly exampled in games
such as Rock Band and Guitar Hero where
players have instrument shaped controllers to
respond to instructions on screen.
Genres define the music composed
• Action role-playing game
• Skyrim
• NightTime Music
• http://www.youtube.com/watch?v=Uu8hU
AeWg2Q
• DayTime Music
• http://www.youtube.com/watch?v=JZkezS
UA4zk&list=PL356BBB63A413A215&index
=8
• First Person Shooter
• Call of Duty: Advanced Warfare
• http://www.youtube.com/watch?v=XDmZ
o4vEsBo
• Survival Horror Game
• Amnesia:The Dark Descent
• http://www.youtube.com/watch?v=cWgs
wdsoSwo
• Atmospheric music to create tension and
incite fear
• Resources
• http://gamessound.com/learning.htm

Music in video games

  • 1.
  • 2.
    Dynamic Audio: Soundwhich reacts to changes in the gameplay environment and/or in response to a user. • Adaptive Audio respond to an event that the player triggers eg.When doing a challenge with a time constraint, as the time runs out the tempo gets faster. • Donkey Kong Game Boy • http://www.youtube.com/watch?v=L1SUcCgw 4xo • Interactive Audio: Respond to the player directly for example sound effects related to a character jumping. Pressing the button again will play the sound again to match the action. • Mario jumping sound • http://www.youtube.com/watch?v=bVYH6XP NdPI
  • 3.
    Diegetic sounds: soundsthat occur in the character’s space similar to Diegetic music used in film • Non-dynamic diegetic audio: the sound event occurs in the character’s space, but with which the character has no direct participation. • For instance, in Portal when Chell (your character) comes across the radio that plays the main theme in a more upbeat way. • http://www.youtube.com/watch?v=mD3v1B_a Xw0 • Adaptive diegetic audio. In Legend of Zelda: Ocarina ofTime, at dawn we hear a rooster crow, and in the ā€œdayā€ sequences of Hyrule Field, we hear pleasant bird sounds. When the game’s timer changes to night-time, we hear a wolf howl, crickets chirp, and various crows cawing.These sounds are diegetic and adaptive. • http://www.youtube.com/watch?v=yfrhek3O8 ew&index=32&list=PLDDC74011619A10AE
  • 4.
    Diegetic sounds: soundsthat occur in the character’s space similar to Diegetic music used in film • Interactive diegetic sounds occur in the character’s space, with which the player’s character can directly interact. • In Zelda opening a chest and receiving an item play two sounds. • Opening treasure box: http://www.youtube.com/watch?v=HdOOGs33hOg&index=7&list=PLDDC74011619 A10AE • Receiving item: • http://www.youtube.com/watch?v=wP2zuMc6jOs&index=8&list=PLDDC74011619 A10AE
  • 5.
    Non-diegetic sound: backgroundmusic and sound effects • Interactive non-diegetic sounds are sound events occurring in reaction to gameplay. For example in Skyrim when a dragon approaches signifying the beginning of a battle sequence. • Day time ambient music • http://www.youtube.com/watch?v=6dO9W0Ha UJ4&list=PL356BBB63A413A215&index=7 • Dragon fight • http://www.youtube.com/watch?v=P_gcNzSb0 OI • Non-dynamic linear sounds: Usually the introductory movies or cut-scenes in games. Players have no control over these sounds. • Call of Duty: ModernWarfare 3 Opening Cutscene • http://www.youtube.com/watch?v=tQz66naGJ -c • Note this contains dialogue, non-diegetic and sound effects.
  • 6.
    Kinetic gestural interactionin which the player bodily participates with the sound on screen. • This can be exampled in Zelda: Ocarina ofTime by playing the ocarina during gameplay whereby the character pushes a series of buttons to produce diegetic sound. • Here Link is taught to play Zelda’s Lullaby on his ocarina using buttons on the Nintendo 64 controller. • http://www.youtube.com/watch?v=yVL6VVw4 b_w • This can also be directly exampled in games such as Rock Band and Guitar Hero where players have instrument shaped controllers to respond to instructions on screen.
  • 7.
    Genres define themusic composed • Action role-playing game • Skyrim • NightTime Music • http://www.youtube.com/watch?v=Uu8hU AeWg2Q • DayTime Music • http://www.youtube.com/watch?v=JZkezS UA4zk&list=PL356BBB63A413A215&index =8 • First Person Shooter • Call of Duty: Advanced Warfare • http://www.youtube.com/watch?v=XDmZ o4vEsBo • Survival Horror Game • Amnesia:The Dark Descent • http://www.youtube.com/watch?v=cWgs wdsoSwo • Atmospheric music to create tension and incite fear
  • 8.