{"id":1323,"date":"2013-08-15T16:37:35","date_gmt":"2013-08-15T16:37:35","guid":{"rendered":"http:\/\/memetechnology.org\/?p=2860"},"modified":"2013-08-15T16:37:35","modified_gmt":"2013-08-15T16:37:35","slug":"non-linear-sound-in-video-games","status":"publish","type":"post","link":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/2013\/08\/15\/non-linear-sound-in-video-games\/","title":{"rendered":"Non-linear sound in video games"},"content":{"rendered":"<p style=\"text-align:left\">The week before last, I wrote about <a title=\"Music in new\u00a0media\" href=\"http:\/\/memetechnology.org\/2013\/08\/02\/music-in-new-media\/\">Annabel Cohen<\/a>&#8216;s paper on music in video games, and mentioned Karen Collins of Gamesound.com. Collins has written a great deal on games and sound. Her 2007 paper, <em><a title=\"PDF\" href=\"http:\/\/www.gamessound.com\/texts\/interactive.pdf\">An Introduction to the Participatory and Non-Linear Aspects of Video Games Audio<\/a><\/em>, from the book <em>Essays on Sound and Vision<\/em>, seemed a good place to start.<\/p>\n<p style=\"text-align:left\">Collins begins by suggesting the subtle difference between the terms &#8220;interactive,&#8221; &#8220;adaptive&#8221; and &#8220;dynamic&#8221;. In her useful set of distinctions &#8220;interactive&#8221; sounds or music are those that respond to a particular action from the player, and each time the player repeats the action the sound is exactly the same. Citing <a title=\"Gamasutra article\" href=\"http:\/\/www.gamasutra.com\/view\/feature\/2852\/design_with_music_in_mind_a_guide_.php\">Whitmore (2003) <\/a>she argues that &#8220;Adaptive&#8221; sounds and music are those that respond, not to the actions of the player, but rather to changes occurring in the game (or the game&#8217;s world) itself. So &#8220;an example is Super Mario Brothers, where the music plays at a steady tempo until the time begins to run out, at which point the tempo doubles.&#8221;\u00a0She goes on go describe &#8220;dynamic&#8221; audio as being being interactive and\/or adaptive.<\/p>\n<p style=\"text-align:left\">She also explores the various uses for sound and music in games. She has read Cohen, obviously and so her list is very similar. She quotes Cohen in relation to masking real-world environmental distractions, and in the distinction between the mood-inducing and communicative uses of music. She points out though, that the non-linear nature of game sound means that its more difficult to predict the emotional effects of music (and other sounds). In film, she states, its possible for sounds to have unintended emotional consequences &#8211; a director wanting to inform that audience that there is a dog nearby will tell the sound designer to include a dog barking out of shot, but the audience will being their own additional meaning to that sound, based on their previous experiences (which she calls supplementary connotation) . But in games, she argues, where sounds are triggered and combined in relatively unpredictable sequences by player actions, even more additional means are possible.<\/p>\n<p style=\"text-align:left\">She also discusses how music can be used to direct the players attention, or to help the player &#8220;to identify their whereabouts, in a narrative and in the game.&#8221; She points out how &#8220;a crucial semiotic role of sound in games is the preparatory functions that it serves, for instance to alert the player to an upcoming event.&#8221;<\/p>\n<p style=\"text-align:left\">This is something that was made very clear while I played both Red Dead Redemption and Skyrim. Red Dead Redemption would often alert me to an upcoming threat by weaving a more urgent, oppressive tune into the background music. Skyrim took a different approach, the music for Skyrim doesn&#8217;t work as hard, but while my cat-creature was sneaking around underground tunnel systems, I was often alerted to potential threats by my enemies muttering to themselves as I approached blind corners. Collins points out that these sorts of cues have occasioned a changing listening style from passive to active listening, among gamers.<\/p>\n<p style=\"text-align:left\">Sometimes though, as Collins points out, games are created that put musical choice directly into the players&#8217; hands. The <em>Grand Theft Auto<\/em> series gives the player a choice of in-car radio stations \u00a0to listen too, so that their particular tastes are better catered for. Though they weren&#8217;t around at the time of Collin&#8217;s writing many iOS and other mobile games have a feature by which the player can turn off game music and even other game sound effects if the so choose, to listen to their own library of music, stored on the device. She even cites the game<em> Vib Ribbon<\/em>, or the Sony Playstation, which allows the player to load their own music from CDs, and the music then changes the gameplay according the structure of the music the player has loaded.<\/p>\n<p style=\"text-align:left\">Collins also discusses the challenges that composers face when writing for games. For a start, Collins points out that &#8220;in many games it is unlikely that the player will hear the entire song but instead may hear the first opening segment repeatedly, particularly as they try to learn a new level.&#8221; (Though she also points out that many games designers are leaning to include what one composer calls a &#8220;bored now switch.&#8221; After a number of repeats of the same loop of music, the sound fades to silence, which both informs the player that they should have completed this section by now, and stops them getting annoyed and frustrated by the repetition.<\/p>\n<p style=\"text-align:left\">The other main problem is that of transition between different loops (or cues, as she calls them). &#8220;Early games tended towards direct splicing and abrupt cutting between cues, though this can feel very jarring on the player.&#8221; Even cross-fading two tracks can feel abrupt if it has to be done quickly enough to keep up with game play. So composers have started to write &#8220;hundreds of cue fragments for a game, to reduce transition time and to enhance flexibility in music.&#8221; This is the approach taken in Red Dead Redemption, where as I move my character around the landscape, individual loops fade in and out according to where I am and what is happening, but layered together they feel (most of the time) like one cohesive bit of music.<\/p>\n<p style=\"text-align:left\">Multiplayer games present another problem. &#8220;If a game is designed to change cues when a player&#8217;s health score reaches a certain critical level, what happens when there are two players, and one has full health and the other is critical?&#8221; she asks.<\/p>\n<p style=\"text-align:left\">There are rewards too, get the music right, and games publishers can find an additional source of income. She quotes a survey which discovered that &#8220;40% of hard-core gamers bought the CD after hearing a song they liked in a video game.&#8221; (Ahem, guilty as charged m&#8217;lud, even though I&#8217;m not a &#8220;hard-core gamer.&#8221;)<\/p>\n<p style=\"text-align:left\">Just before she completes the paper, she has some thoughts on the perception of time too. I&#8217;ve noticed a sort of &#8220;movie-time&#8221; effect in Skyrim, which presents a challenge for my real-world cultural spaces. So I think I might need to look at that in more detail.<\/p>\n<br \/>  <a rel=\"nofollow\" href=\"http:\/\/feeds.wordpress.com\/1.0\/gocomments\/memetechnology.wordpress.com\/2860\/\"><img alt=\"\" border=\"0\" src=\"http:\/\/feeds.wordpress.com\/1.0\/comments\/memetechnology.wordpress.com\/2860\/\" \/><\/a> <img alt=\"\" border=\"0\" src=\"http:\/\/stats.wordpress.com\/b.gif?host=memetechnology.org&#038;blog=43249545&amp;%23038;post=2860&amp;%23038;subd=memetechnology&amp;%23038;ref=&amp;%23038;feed=1\" width=\"1\" height=\"1\" \/>","protected":false},"excerpt":{"rendered":"<p>The week before last, I wrote about Annabel Cohen&lsquo;s paper on music in video games, and mentioned Karen Collins of Gamesound.com. Collins has written a great deal on games and sound. Her 2007 paper, An Introduction to the Participatory and &hellip; <a href=\"http:\/\/memetechnology.org\/2013\/08\/15\/non-linear-sound-in-video-games\/\">Continue reading <span>&rarr;<\/span><\/a><img loading=\"lazy\" decoding=\"async\" alt=\"\" border=\"0\" src=\"http:\/\/stats.wordpress.com\/b.gif?host=memetechnology.org&amp;blog=43249545&amp;post=2860&amp;subd=memetechnology&amp;ref=&amp;feed=1\" width=\"1\" height=\"1\"><\/p>\n","protected":false},"author":337,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[353,559,690,755],"class_list":["post-1323","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-games","tag-music","tag-red-dead-redemption","tag-skyrim","column","threecol"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Non-linear sound in video games - Archaeology Blogs<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/2013\/08\/15\/non-linear-sound-in-video-games\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Non-linear sound in video games - Archaeology Blogs\" \/>\n<meta property=\"og:description\" content=\"The week before last, I wrote about Annabel Cohen&lsquo;s paper on music in video games, and mentioned Karen Collins of Gamesound.com. Collins has written a great deal on games and sound. Her 2007 paper, An Introduction to the Participatory and &hellip; Continue reading &rarr;\" \/>\n<meta property=\"og:url\" content=\"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/2013\/08\/15\/non-linear-sound-in-video-games\/\" \/>\n<meta property=\"og:site_name\" content=\"Archaeology Blogs\" \/>\n<meta property=\"article:published_time\" content=\"2013-08-15T16:37:35+00:00\" \/>\n<meta property=\"og:image\" content=\"http:\/\/feeds.wordpress.com\/1.0\/comments\/memetechnology.wordpress.com\/2860\/\" \/>\n<meta name=\"author\" content=\"Matthew Tyler-Jones\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Matthew Tyler-Jones\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"5 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\\\/\\\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\\\/\\\/generic.wordpress.soton.ac.uk\\\/archaeology\\\/2013\\\/08\\\/15\\\/non-linear-sound-in-video-games\\\/#article\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/generic.wordpress.soton.ac.uk\\\/archaeology\\\/2013\\\/08\\\/15\\\/non-linear-sound-in-video-games\\\/\"},\"author\":{\"name\":\"Matthew Tyler-Jones\",\"@id\":\"https:\\\/\\\/generic.wordpress.soton.ac.uk\\\/archaeology\\\/#\\\/schema\\\/person\\\/a61d3a83f159c463727cd087c1ce643e\"},\"headline\":\"Non-linear sound in video games\",\"datePublished\":\"2013-08-15T16:37:35+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\\\/\\\/generic.wordpress.soton.ac.uk\\\/archaeology\\\/2013\\\/08\\\/15\\\/non-linear-sound-in-video-games\\\/\"},\"wordCount\":1030,\"image\":{\"@id\":\"https:\\\/\\\/generic.wordpress.soton.ac.uk\\\/archaeology\\\/2013\\\/08\\\/15\\\/non-linear-sound-in-video-games\\\/#primaryimage\"},\"thumbnailUrl\":\"http:\\\/\\\/feeds.wordpress.com\\\/1.0\\\/comments\\\/memetechnology.wordpress.com\\\/2860\\\/\",\"keywords\":[\"Games\",\"Music\",\"Red Dead Redemption\",\"Skyrim\"],\"inLanguage\":\"en-US\"},{\"@type\":\"WebPage\",\"@id\":\"https:\\\/\\\/generic.wordpress.soton.ac.uk\\\/archaeology\\\/2013\\\/08\\\/15\\\/non-linear-sound-in-video-games\\\/\",\"url\":\"https:\\\/\\\/generic.wordpress.soton.ac.uk\\\/archaeology\\\/2013\\\/08\\\/15\\\/non-linear-sound-in-video-games\\\/\",\"name\":\"Non-linear sound in video games - 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In my free time, I volunteered as a costumed interpreter at Kentwell Hall and, with re-enactment societies, at various medieval sites around the UK and France. When, one evening, a few of us said \u201cwe could make a business out of this\u201d I left my job at the bank to go to college, first to get an Art Foundation and then to Manchester Polytechnic to join an innovative course called Design for Communications Media. I specialised in Educational Media Design, with the intention of applying what I was learning to cultural heritage. During my vacations and upon graduation I worked for the nascent company my friends had started, Past Pleasures, creating immersive living history festivals at Lancaster and Tunbridge Wells, as well as projects including: an exhibition for the centenary of the Commonwealth Institute; a design for a metafictional Sherlock Holmes exhibition in Croydon; and, a game that combined real-time investment advice from 300 year-old characters at the Bank of England Museum with a digital simulation, tracking the players\u2019 investment portfolio from the founding of the bank to its tercentenary. In 1996 I helped found JMD&amp;Co, and for two years I also lectured on Heritage Tourism and Visitor Management and Interpretation modules for a Portsmouth University validated HND\\\/degree course at Farnborough Technical College. Subsequently, I enrolled in the new Distance Learning delivered Masters\u2019 degree in Museum Studies at Leicester University, where I became interested in the social use of space, particularly Bill Hillier\u2019s \u201cspace syntax,\u201d and the increasing futility of cultural heritage sites trying to tell doggedly linear stories in three-dimensional spaces. Although my dissertation explored models for mapping interpretation, and particularly learning styles, onto spaces, a satisfactory reconciliation of linear story and three-dimensional space eluded me. After graduation, I decided my time in the \u201csmall business\u201d end of cultural heritage was over for a while, and I left JMD&amp;Co to join a cultural institution, the National Trust, as a Regional Community, Learning and Volunteering Manager. 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The teams\u2019 achievement was recognised with a Jodi Award for Excellence in accessible digital media in 2008.\",\"sameAs\":[\"http:\\\/\\\/memetechnology.wordpress.com\\\/\"],\"url\":\"https:\\\/\\\/generic.wordpress.soton.ac.uk\\\/archaeology\\\/author\\\/matthew-tyler-jones\\\/\"}]}<\/script>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"Non-linear sound in video games - Archaeology Blogs","robots":{"index":"index","follow":"follow","max-snippet":"max-snippet:-1","max-image-preview":"max-image-preview:large","max-video-preview":"max-video-preview:-1"},"canonical":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/2013\/08\/15\/non-linear-sound-in-video-games\/","og_locale":"en_US","og_type":"article","og_title":"Non-linear sound in video games - Archaeology Blogs","og_description":"The week before last, I wrote about Annabel Cohen&lsquo;s paper on music in video games, and mentioned Karen Collins of Gamesound.com. 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In my free time, I volunteered as a costumed interpreter at Kentwell Hall and, with re-enactment societies, at various medieval sites around the UK and France. When, one evening, a few of us said \u201cwe could make a business out of this\u201d I left my job at the bank to go to college, first to get an Art Foundation and then to Manchester Polytechnic to join an innovative course called Design for Communications Media. I specialised in Educational Media Design, with the intention of applying what I was learning to cultural heritage. During my vacations and upon graduation I worked for the nascent company my friends had started, Past Pleasures, creating immersive living history festivals at Lancaster and Tunbridge Wells, as well as projects including: an exhibition for the centenary of the Commonwealth Institute; a design for a metafictional Sherlock Holmes exhibition in Croydon; and, a game that combined real-time investment advice from 300 year-old characters at the Bank of England Museum with a digital simulation, tracking the players\u2019 investment portfolio from the founding of the bank to its tercentenary. In 1996 I helped found JMD&amp;Co, and for two years I also lectured on Heritage Tourism and Visitor Management and Interpretation modules for a Portsmouth University validated HND\/degree course at Farnborough Technical College. Subsequently, I enrolled in the new Distance Learning delivered Masters\u2019 degree in Museum Studies at Leicester University, where I became interested in the social use of space, particularly Bill Hillier\u2019s \u201cspace syntax,\u201d and the increasing futility of cultural heritage sites trying to tell doggedly linear stories in three-dimensional spaces. Although my dissertation explored models for mapping interpretation, and particularly learning styles, onto spaces, a satisfactory reconciliation of linear story and three-dimensional space eluded me. After graduation, I decided my time in the \u201csmall business\u201d end of cultural heritage was over for a while, and I left JMD&amp;Co to join a cultural institution, the National Trust, as a Regional Community, Learning and Volunteering Manager. I brought the first National Trust iPad into use at Batemans, where, combined with a wax cylinder record player, and the help of renowned folk singer, Jon Boden, we\u2019ve returned Rudyard Kipling\u2019s voice back into his old home. However, one of the innovations which I am most proud of is the National Trust\u2019s virtual tours. Working with a small company, and a range of disabled stakeholders, we created a touch-screen based human computer interface that could also, if required, be controlled with other input devices, and allowed visitors with a variety of disabilities to fully enjoy the virtual tour. The teams\u2019 achievement was recognised with a Jodi Award for Excellence in accessible digital media in 2008.","sameAs":["http:\/\/memetechnology.wordpress.com\/"],"url":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/author\/matthew-tyler-jones\/"}]}},"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/posts\/1323","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/users\/337"}],"replies":[{"embeddable":true,"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/comments?post=1323"}],"version-history":[{"count":0,"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/posts\/1323\/revisions"}],"wp:attachment":[{"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/media?parent=1323"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/categories?post=1323"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/tags?post=1323"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}