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By Daniel Bernstein
Gamasutra
October 1997
Archive

Intro

Audio Object Vocabulary

Character Development

Ambient Sound

Adaptive Music

   
   

This article originally appeared in the October 1997 issue of Game Developer magazine


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Features

Creating an Interactive Audio Environment

Audio Object Vocabulary

An audio object vocabulary is a method by which game objects (not necessarily just speaking ones) talk to each other and the player. The methods of communication vary from object to object and from context to context. There are three types of object interaction: direct, indirect, and environmental.

Direct Communication

An object communicates directly as a cause of direct action on its part. When the ball hits the paddle in the old arcade game Pong, it makes a bleep. This is direct object interaction. Unfortunately, most games haven't explored far beyond this simplistic level of object interaction. Direct communication is important when you want to convey specific audio cues, such as a scream of pain when you shoot a monster, or the creak of a wooden rocker when you push back a rocking chair. In Monolith Production's Claw, I found it important that every character had something different to say when you interact with him or her (or it), even if it's in combat. For example, a melodramatic character, while dying, would say "I'm dying... I'm dying... I'm dying... I'm dead," with an animation to suit. A more primitive character would emit a squawk, and a more substantial enemy would yell out, "I curse you, Claw" as he falls to his death. When you hit a lounge-lizard-turned palace-guard-merman, he would say, deadpan, "Ouch that hurt quite a bit."

As always, a variety of audio cues are paramount in ensuring that a set of quotes doesn't become repetitive. From a programming standpoint, that may require a bit more intelligence to pick out the quotes. A buffer with an index to the most recently used quotes helps a lot because it shields the player from experiencing the same "random" set of sounds in rapid succession.

Indirect Communication

This is an indirect method of object interaction. That is, by causing something to happen in the game, something else responds sonically. A typical example of this is a "sighting" state for an enemy. When an enemy sees you, and his or her AI changes, a sonic cue that signifies that change may be appropriate. In Monolith's Blood, for example, cultists scream in a terrifying foreign language (created for the game drama) a series of epithets when they spot the player (Figure 2). In Claw, every enemy has something different to say in the "sighting" state. A female boss taunts Claw in a mildly suggestive manner when they come into contact. A goofy bear sailor exclaims "I don't like you" when he sees a player.

Other sonic cues may convey indirect object interaction. Your character may begin breathing heavily when he or she is tired (health is less than some coefficient). Your metal body suit emits a rubbing, squeaky noise that signifies rusting. In addition to sonic cues that help convey complex visual phenomena, certain characters within the game display behaviors that can be conveyed easily through sonic cues, even if they aren't represented visually. Indirect cues can be based on a number of different motivating factors, the rules of which can be determined at the game design stage. For example, in Blizzard's Warcraft II, clicking on an ax-throwing troll more than once causes it to respond with annoyance, even though no animation is being shown. This is highly effective character enhancement.

Environmental Communication

A character or object in the game may generate a system of audio cues on its own, irrespective of its communication to the player. This is purely a function of a character's existence in its environment. It may be busy chatting to itself or other characters. It may generate a sound or a series of sounds on its own. Our goofy bear sailor from Claw will comment on how hungry he is or where his pet rat might be when he's in an idle state (Figure 3). Depending on where he is in the game, Caleb (the character you play in Blood) may pick from a variety of different show tunes to sing while he's taking a break from the carnage. A thespian tiger from Claw recites different Shakespearean passages as he muses on his own omnipotence.

Environmental communication need not be comic, nor does it need to be vocal. A swishing blade and a humming motor sound signifies an industrial fan in Blood, while a phone may be ringing intermittently. A character may pass by an alien hive, with pods emitting a terrifying whine.

Environmental communication is paramount in reinforcing a character or object's existence in the game environment. The character literally comes alive as a personality or physical entity. But as with all different types of object interaction, it's important to remember to keep a consistent set of sounds from character to character. In Claw, I made a decision to use three different idle cues (environmental communication), four different sighting cues (indirect communication), and between eight and nine sounds (direct communication) to describe each character sonically. In the end, most characters used more and some less than that average. However, planning the audio object vocabulary ahead of time helped to maximize the use of memory allotted to sound in the game.

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Character Development


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