Below, you'll find several summaries of articles dedicated to the function of sound in games, and what kinds of audio there can be in a game. Each article offers a different model on how to map the kinds of sounds in any game.
The past few week, I've been mostly gathering and summarising articles (the result of which can be found below this post), playing and recording more games with which to make more mock-up videos.
One mockup is already done and can be found here: UT-CTF1.wmv (warning: large file - ~400 MB)
I'll explain. What I've done in the mockup is use fragments of a single song from The Dark Knight soundtrack, and paste them under a Capture the Flag battle in Unreal Tournament 2004. The music changes based on a few parameters:
- whether a flag is taken (visible in the center at the top of the screen)
- where the flag carrier is. If the guy carrying the enemy flag is in our base, naturally that's more intense than if he's just picked it up, and vice versa.
- whether you're near a flag carrier. If you're walking next to a flag carrier (friendly or enemy), you're doing something more important than just walking around.
- where you are in the map, if no flags have been taken.
There are probably some more rules I followed and as you can see this is still a bit all over the place, but it's an indication of what kind of thing I want my end product to be / to do. I'll be making more mockups with more specific rulesets in the coming week(s) to explore further.
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