Essays about: "Sound effects in games"

Showing result 1 - 5 of 10 essays containing the words Sound effects in games.

  1. 1. Uncanny Sound Design : How can voices in horror media be designed to sound uncanny, and are these effects perceived as being associated with fear?

    University essay from Luleå tekniska universitet/Institutionen för ekonomi, teknik, konst och samhälle

    Author : Rasmus Wikström; [2023]
    Keywords : Uncanny Valley; Sound Design; Sound Engineering; Fear; Scary Games;

    Abstract : Emotions of fear have long been the driving factor towards the appeal of the horror genre. Since beingpopularised in mothern years due to the ever growing development of technology, the Uncanny Valley hasfound its way into the horror genre. READ MORE

  2. 2. Intercorrelation between sound design, binaural and non-binaural audio systems : Effects on general vertical localization precision and reaction time in a non-visual directional choice task 3D game

    University essay from Luleå tekniska universitet/Institutionen för ekonomi, teknik, konst och samhälle

    Author : David Baker; [2022]
    Keywords : Spatialization; binaural synthesis; HRTF; stereo; 3D audio; videogames; ASC; Auditory spatial schema; Head related transfer function;

    Abstract : Spatialization of audio in the vertical plane has historically been limited. Instead, sound designers have used basic DSP to create pseudo height effects to explain the positions of corresponding objects. In recent years, binaural synthesis has become more widespread following an increase in the use of software rendering methods. READ MORE

  3. 3. Real time wind simulation in a 3D game

    University essay from Linköpings universitet/Institutionen för datavetenskap

    Author : Vanessa Rojas; [2021]
    Keywords : simulation; wind simulation; wind; game; real-time;

    Abstract : While many games incorporate physics to simulate different aspects of gameplay, this is uncommon when it comes to fluid flows like wind, due to the complexity of the associated equations. The challenge increases in 3-dimensional worlds with large world maps and a real-time simulation. READ MORE

  4. 4. The Player as a Conductor : Utilizing an Expressive Performance System to Create an Interactive Video Game Soundtrack

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Magnus Lundh Haaland; [2020]
    Keywords : interactive music; adaptive music; expressive performance systems; CSEMP; video game music;

    Abstract : Music is commonly applied in art and entertainment to enhance the emotional experience. In video-games and other non-linear mediums this task must be achieved dynamically at run-time, as the timeline of events is unknown in advance. READ MORE

  5. 5. Auditory immersion and the believability of a first-person perspective in computer games : Do players have a preference between mono and stereo foley, and is one perceived as more believable?

    University essay from Luleå tekniska universitet/Medier, ljudteknik och teater

    Author : Daniel Wennerberg; [2019]
    Keywords : Audio; Games; Game audio; Computer games; Sound; Sound effects; FPS; FPP; First Person shooter; First Person Perspective; Foley; Stereo Foley; Mono Foley; Mono vs Stereo; Avatar; Self-produced; Immersion; Believability; Preference; Mid-side; Recording technique; Unreal Engine;

    Abstract : Based on previous research on spatial attributes in foley and the concept that auditory immersion in first-person perspective computer games is enhanced by believable sound effects, this study explores if there is a connection between stereo foley and the believability of the first-person perspective, and regardless, if there is a preference to either mono or stereo foley. An interactive listening test was created in unreal engine 4, where 20 subjects, all considered gamers, played three levels that differed visually and in auditory content. READ MORE