Wednesday 28 January 2015

Psychology of sound


1.       What is timbre?
Timbre is the features of a sound that makes it different to another, e.g. if a piano and a guitar played the same note at the same time with the same pitch and loudness, timbre will be the only difference between them as they sound different even with the same note.
         
   2. List at least 3 games (or films) which use sound as information (speech, iconography, symbolism and or metaphors) to convey information. What has the sound designer put across and how?

Diablo 3 – with all boss fights there is a unique sound track that plays all the way through, this adds tension and almost provokes fear. They are themed accordingly to the boss e.g. the Reaper of Souls sound track is dark eerie and mysterious witch is symbolism for the ideology behind death, but they are all very fast passed in parts to give a sense of action this is iconography for fighting games. They are also sound queues for the different attacks and animations of the bosses to give you time to react. https://www.youtube.com/watch?v=33wl876jW-0

Hearthstone – plays sound effects when cards are played, minions are healed and damage is dealt or a louder sound with an “ohh” form a crowd if over 6 damage is done by a single card. This response from the crowd adds to the emersion that you are in a tavern with spectators and you almost feel the blow yourself.


Low pitch and muffled, slow speech well pronounced. Makes him sound menacing and a dominant force, quite monotone also makes him seem to have little emotion and fear. His modified/muffled voice dehumanises bane making it seem like he has little human emotion e.g. fear, empathy, remorse. All of this is done with speech and is added to with the vocabulary used.