SotA Anthology 2015-16 | Page 94

SotA Anthology 2015-16 Whilst Whalen (2004) suggests that sound in games is either “to expand the concept of a game’s fictional world” or “to draw the player forward through the sequence of gameplay”, the use of procedural audio inhabits a space between the two. It works alongside visual cues and player input to draw the player through the game. For example, the generation of swoosh sounds in Heavenly Sword stops repetitiveness and pushes the battles forwards, with the audio expanding the game world as it gives a tangible sense of reality in a virtual world, helping the player to achieve the suspension of disbelief needed to reach a secondary level of immersion. Taylor (2002) argues that perspective and point of view are what ultimately lead to immersion, and that ‘unified monocular vision’ is often favoured as a way of creating immersive game play. In the same way that visual perspective leads a player to focus on a specific point, the way sound and music is processed also draws the player’s attention to a game object or event. Adding reverb and various low-pass or high-pass filters dramatically changes the sense of presence of a sound, drawing the ear to whichever sound is most present or sounds closest. This is often seen in the processing of dialogue, for example in Ubisoft’s Assassin’s Creed II the protagonist Ezio sits next to a non-player character, Leonardo da Vinci, and his dialogue is processed so that it is not only the loudest but feels closest to the player’s ear. The music sits much further back in the mix, drawing your attention to what is being said in order to progress the narrative. However, the combination of differently processed sounds in one scene adds dimensionality. For example, in the opening scene of Ubisoft’s Far Cry 4, the sound and music works in a series of layers: the opening image of mountains is accompanied by a soft pad with heavy reverb and a solo pan-flute note which is both higher in velocity and in dry signal than the pad, making it sound closer to the protagonist, which gives the player a better sense of space between themselves and the distant mountains. The softness is then cut by the sound of a car going past (see below), panning from left to right in line with the image, with very little reverb and an applied doppler effect. The three different ways these sounds are processed creates a sense of three-dimensional space for actions to unfold on a two-dimensional screen. It has created the far, the near and the in-between, as well as opening the world up outside of the edges of the screen. We hear the pitch and velocity of the car decrease as it gets further away from us out of sight, rather than the sound just disappearing when the car disappears out of view. This is something sound can do that image cannot; we can see only as far as our field of view can let us but we can hear things that happen outside of that visual space. Gaver (1993) describes this as ‘everyday listening’, suggesting that we do not hear sounds as their own entity but we hear them as experiences; the way the original sound source has been manipulated gives us a full picture of not only the object, but also its proximity and velocity as well as its surrounding environment. In video games the field of view is more limited than in the real world, so the manipulation of source sounds is even more important to creating the depth that the graphics Above: Far Cry 4. ©Ubisoft. View clip: http://bit.ly/29Ibp2e