November 17, 2011

Seven steps to scary

Filed under: Miscellaneous, Game sound, Resources - meaningfulnoise @ 1:11 am

Earlier this week, the BBC Radio Wales aired a Science Café episode focusing on psychoacoustics featuring some of my colleagues, and also me interviewed via telephone. If you are fast, you can still catch the show online: http://www.bbc.co.uk/wales/radiowales/sites/sciencecafe/updates/20111115.shtml Adam Walton and I talked a bit about scary game sound, and I thought I’d post a short recap on some of the primary tricks to achieve a sense of horror with game sound.

HORROR = FEAR + DISGUST

To start off, horror basically lives off a combination of two emotions: fear and disgust. Fear best built taking into account both the sounds and the game mechanics, whereas disgust is less dependent on gameplay and can be realized with less attention to game action.

FEAR = WEAK PLAYER ACTS IN A SCARY WORLD

In gameplay sense, the fear comes from constant threat & limited resources and the general weakness of the player character. The sounds should emphasize the player’s lack of power over the situation by) helping to portray the game world as a hostile place and by portraying a weak and fragile player character. In order to heighten emotions, it is also of particular interest to maintain a positive main character so that players can relate to and emphasize with him/her.

DISGUST = IT’S NOT HUMAN AND IT MIGHT RUB OFF

Disgust is an averse reaction to something that is rooted to a sense of contamination. Being disgusted is neurophysiologically linked to the feeling of nausea and throwing up, literally with getting rid of contaminating substances. The aversion to touching, tasting, and even smelling disgusting substances is similarly a way to avoid contact with something that might be harmful to us. This is also the function of disgust as part of horror - it makes the scary part of the monster unbearably scary by hinting that the monster’s hideousness might somehow rub off on us. Notably, the things we find disgusting tend to become more numerous as we learn about contamination, moreover, disgust can also become associated with processes that have no roots in the physical notion of contamination. Specifically, disgust seems to be triggered also by things that violate our category of what constitutes as human.

So, lets see at how these emotional processes can be geared towards horror with sound.

1. Hostile environment (fear)

To build a scary environment, all the classics of horror are ok: ambiguous noises, unpredictable (timing) and sudden volume changes, "double scares" (anticipate, first scare, lull, second scare). Traditional horror often uses a string orchestra playing tremolo to create a stylized wall of noise, because a noisy background is both less predictable and more open to listener interpretation (the ear has a tendency to try and hear specific sounds even when there aren’t any). Wind sound is another typical background that covers a wide frequency spectrum.

2. The game world is sentient and evil (fear)

A special case of hostile is when the game world is portrayed as living and sentient. To be fully effective, this requires support from game mechanics, there needs to be a sense of intelligence behind how the world responds to player action. However, some parts of this can be created by adding antropomorphic hints in the sound design: utilizing breathing patterns and mixing human or animal sounds into ambient or object sounds.

3. Counter-functional sounds (fear)

In addition to the general soundscape, there are a few specific tricks bound to gameplay. They are counter-functional sounds, and they build on the interaction that is necessary for progressing in the game, and somehow go against that goal. For example, you might have audio cues, but a background that make these cues hard to hear. Or footsteps that are loud when you’re supposed to sneak. The balance here is of vital importance - you need to keep the annoyance level in check so that the player gets slightly unnerved, but not outright annoyed, even after several tens of hours of gameplay.

4. Weak character (fear)

The weakness of the player character is relied through character’s action sounds: interacting with the game world, breathing and even footsteps. Especially important here are the sounds the character makes when s/he is hit or hurt or performing demanding tasks; the effort and the pain should be subtle but clearly discernible. It is a good idea to add tactile cues to heighten the impact of physical injury, and tactile cues are also often used to signify the character’s scare level e.g. with a heartbeat through the controller.

5. Contamination (disgust)

For portraying disgust, sound is used to make both the monster and the surfaces relevant to it seem as contaminating as possible. Contamination portrayed by foul air and slimy surfaces can be enhanced by suitable choice of sounds (foul air is tricky, whereas slimy surfaces are not). Often the sound is useful in filling in the gory detail where visual cues fall short, adding tactile sense and texture to game world objects.

6. Body sounds (disgust)

In terms of conveying emotion, body sounds can be immensely powerful. The shared reference - we all have a body, and our bodies are remarkably similar in function - makes them immediately recognizable even on an unconscious level, and we may become influenced by sounds without paying attention to them. Just one example is listening to a hoarse voice, which may cause our own throat to tighten. Other, more disgusting, body sounds that also play on this same effect are, for example, burps, farts and popping knuckles.

7. Human but not human (disgust)

Finally, disgust can be triggered by playing on the borderlines of humanity, by hinting that something both is, and is not, human. This trick uses a deeply rooted models that we have that dictate what categorizes as a normal human being, a definition that is refined and revised along our lifespan. This is a recurring theme in monster movies: vampires (the Nosferatu version), zombies and often aliens both are human and are not. In a game, this can be used to guide the sound design for NPC:s, for example by mixing human sounds with sounds of insects, machinery etc. Unnaturally long breathing patterns (or continuous sound signifying no need to draw breath) are often used to signify the supernatural, whereas metronomically rhythmic sounds draw our thoughts to a mechanical origin.

EFFECT IN SUBTLETY

Finally, emotion relies on subtle. This is especially true for sound design. There are two risks associated with too prominent sounds: First, if sounds are too unpleasant or annoying, the player might choose to switch them off. Second, obvious sounds may get "caught" and loose their power, either because the player recognizes them as cliched and the effect is spoiled by other associations, or because players are able to actively discount the emotional effect of a sound when they realize what it is there for.

That’s all for this time. Hope you enjoyed reading and as always, I’ll be happy to read your thoughts and comments on the topic!

May 8, 2011

Aalto Game Audio Symposium

Filed under: Game sound, Teaching, Conferences, Upcoming events, Conference - meaningfulnoise @ 8:30 pm

Are you interested in sound? Aalto University and the Finnish Game Audio Network are organizing a tightly packed one-day Game Audio symposium on Friday May 20th 2011. The program offers academic and industry presentations, including keynotes byPaul Weir (Earcom, UK), Barney Pratt (Supermassive, UK) and Max Lachmann (Avalanche Studios, SWE).

The event is funded by Aalto Media Factory and free of charge for registered attendants.

Learn more about the event and sign up here:
https://blogs.aalto.fi/agar/

October 28, 2010

Guide to sound effects

Filed under: Miscellaneous, Game sound, Teaching, Resources - meaningfulnoise @ 9:45 am

Stumbled upon this Guide to Sound Effects, maintained by David Filskov of EpicSound. It’s a collection of tips for making your own sound effects, submitted by sound designers from all over the world. Brilliant read & some really, really good ideas for solving tricky sound situations.

While you’re at it, make sure to check the other interesting guides on the site, as well.

August 23, 2010

AES 41th conference: Audio for Games

Filed under: Game sound, Conferences, Call for Papers, Conference - meaningfulnoise @ 7:51 pm

Following the hugely successful 35th International Conference in 2009, the Audio Engineering Society is announcing its second conference dedicated to audio for games, to be held in 2011 February 2-4 at the British Academy of Film and Television Arts (BAFTA), London, UK.

Suggested topics

  • Spatial audio in games
    • Mixing for unknown speaker configurations
    • Upmix and downmix
    • Spatialization and environment modeling
  • Interactive reverb algorithms
    • Interactive reverb algorithms
    • Acoustic modeling and auralization
    • Hybrid and parametric approaches to reverb simulation
  • Real-time synthesis
    • Synthesis architectures
    • Granular synthesis
    • Physical and spectral modelling
    • Procedural audio
    • Novel use of traditional synthesis techniques
  • Audio codecs
    • Real-time codecs and usage
    • Seeking and looping in encoded bitstreams
    • Codec quality
    • Fast and low bit-rate codecs
    • Audio distribution systems
  • Future areas for standardization
    • Loudspeaker layouts
    • Recording and mix levels
    • Scripting file formats
  • Sound design, recording, and Foley
    • Techniques and case studies
    • Perception of interactive audio
    • Nonrepetitive design
  • Game music systems
    • Interactive and generative music
    • Nonlinear composition
    • Online gaming
  • Speech processing and analysis
    • Pitch analysis in singing
    • Mixing voice with game
    • Voice management with multiple talkers
    • Speech recognition and synthesis
  • Training and education
    • Audio in interactive training applications
    • Game-audio course material and certification

Schedule

  • Paper/poster proposals (500-750 words): 2010 September 24
  • Accepted authors notified by: 2010 October 22
  • Deadline for final manuscripts: 2010 November 19

Full details of the call can be found on the AES website.

August 13, 2010

CfP: Online journal “Computer Games and Music”

Filed under: Game sound, Publications, Call for Papers - meaningfulnoise @ 7:43 pm

With its first themed issue devoted to the topic "Computer Games and Music", the new peer-reviewed online journal "Act — Zeitschrift für Musik & Performance" invites papers from the perspectives of musicology, theatre studies, media studies and related disciplines in order to develop new ideas, approaches, and questions.

Possible subjects include:

  • The history of computer game music
  • The aesthetics of computer game music
  • The relationship of picture and sound in computer games
  • Interactivity
  • Methodological questions

The submission deadline for articles is Sept. 1st 2010.

Full call can be found here (pdf).

April 27, 2010

CFP: Audio Mostly 2010

Filed under: Game sound, Conferences, Call for Papers, Conference - meaningfulnoise @ 10:29 am

I’m late posting this, but the CFP for this year’s Audio Mostly is on again! This year, Audio Mostly will team up with ACM, and accepted papers will be accessible through the ACM digital library.

This year’s team is "Sound and Design":

The theme covers ways in which sound and music can be utilised in interactive applications at large, methods and tools for creating and realising sound, new knowledge in perception, cognition and psychology, and the role of audio technologies in this context.

It includes the way people may use sounds and music to personalise their social interactions and identity, how sound can be designed and created to convey meaning, values, information, and emotions and the relation between this and modern technological development. We do not limit contributions to narrow themes, because the Audio Mostly conference series is strongly interdisciplinary and makes a space for creative approaches. The following areas of interest are indicative, but not exclusive.

Areas of Interest (including but not limited to):

  • Interactivity through sound and speech
  • Sound, interaction and human behaviour
  • Sound design for information
  • Sound design for emotions, moods and values
  • Sound and music in games and other interactive applications
  • Tools and methods for the design of sounds
  • Tools and methods for the evaluation of sound design
  • Semantic speech, music, sound analysis
  • Interactive composing, authoring and performance of music
  • Sound based games
  • Ambient affective soundscapes
  • Semantic audio processing
  • Audio technologies for social networking
  • Alternative interfaces for interactive sound and music

The full call is available through this link.

The event is buffing up nicely on other fronts, too. Recent news on the AM site announce year 2010 will see legendary Bill Gaver as keynote speaker. Can I just say "woot!"

January 25, 2010

Finn-GAN

Filed under: Miscellaneous, Game sound - meaningfulnoise @ 8:29 am

The Finnish Game Audio Network Finn-GAN is an informal association for people working on game sound. Check out the events calendar for audio-related events going on in the northern quarters. People interested in joining should send an email to finn-gan@finn-gan.org

October 15, 2009

Paper online: Modelling the Emotional Listener

Filed under: Game sound, Publications, Literature, Conferences - meaningfulnoise @ 6:15 am

Citation info: Ekman, I. (2009) "Modelling the Emotional Listener: Making Psychological Processes Audible", Proc. AudioMostly 2009, Sepbember, Glasgow, Great Britain.
 
Abstract. There is an increasing tendency to use of procedural strategies for the creation and manipulation of sound in computer games. This development is motivating a shift in the design process; meaning is no longer tied to a specific asset or asset type, but is instead linked to the procedural manipulation of the sound material. Often the design phase for this type of game sound includes modelling sound within the virtual environment in terms of a source, a medium and a listener. This way of thinking about sound is not new; however, how it relates to emotional expression has not been investigated before. Particularly what has not been modelled is the listener as a perceptual entity, whose perception changes to reflect psychological states and processes. This study addresses the lack of research in this area. We identify four psychological processes that influence what and how sounds are heard: attention, emotion, multimodal perception and internal sound. We also provide a detailed investigation of a special case of psychological process: the perceptual distortions people suffer during extreme stress. Drawing from this empirical data, we form a listener model capable of expressing the avatar’s psychological qualities through sound manipulation. The listener model is described, along with examples on how to apply it in practise.
 
Read more…

September 7, 2009

Horror Video Games: Essays on the Fusion of Fear and Play

Filed under: Game sound, Publications, Books, Literature - meaningfulnoise @ 11:53 am

Horror Video Games: Essays on the Fusion of Fear and Play, is a collection of essays concerning horror video games. The book is edited by Bernard Perron and has a foreword by Clive Barker.

This publication is a first of its kind, as nowhere has the themes and variations of horror games previously been so thoroughly analyzed. The book provides 14 essays on various topics, by the following authors: Clive Barker, Inger Ekman, Ewan Kirkland, Tanya Krzywinska, Petri Lankoski, Christian McCrea, Simon Niedenthal, Michael Nitsche, Martin Picard, Bernard Perron, Dan Pinchbeck, Richard Rouse III, Guillaume Roux-Girard, Laurie N. Taylor, Carl Therrien, and Matthew Weise.

Together with Petri Lankoski, we contributed with an essay on horror sound called Hair-Raising Entertainment: Emotions, Sound, and Structure in Silent Hill 2 and Fatal Frame

The book will be available in October, but you can already pre-order it straight from McFarland, or alternatively from Amazon.

August 30, 2009

AudioMostly2009 - programme online

Filed under: Game sound, Conferences, Conference - meaningfulnoise @ 6:04 pm

Autumn is here, and AudioMostly is again getting near. This year, AM goes Scotland, and the event will be hosted by the Glasgow Caledonian University. I really look forward to the event, not least because of the conference theme this year: "Sound and Emotion". The program can be found here.

Looks like a nice selection of presentations, but also intimate enough to foster great conversations. And I’m really looking forward to hear Patrik Juslin’s keynote… I will also give a presentation of my own, entitled "Modelling the emotional listener: making psychological processes audible". I’ll put it up online after the event, so stay tuned!

Get free blog up and running in minutes with Blogsome
Theme designed by Alex King