Typologies for game audio
Several
typologies and classifications for game audio exist in the field. The
most common classification is based on the three types of sound:
speech,
sound
and
music
which
seems derived from the workflow of game audio production, each of
these three types having its own specific production process.
Award-winning game music composer Troels Follman (2004) extends this
classification by distinguishing vocalization,
sound-FX,
ambient-FX
and
music
and
even divides each category into multiple subcategories.
Although
these three terms are widely used by many designers in the game
industry, a classification based on the three types of sound does not
specifically provide an insight in the organization of game audio and
says very little about the functionality of audio in games.
A
field of knowledge that is closely related to game audio is that of
film sound. A commonly known film sound categorization comes from
Walter Murch in Weis and Belton, (1985: 357). Sound is divided into
foreground,
mid-ground
and
background,
each describing a different level of attention intended by the
designer. Foreground is meant to be listened to, while mid-ground and
background are more or less to be simply heard. Mid-ground provides a
context to foreground and has a direct bearing on the subject in
hand, while background sets the scene of it all. Others, such as film
sound theoretician Michael Chion (1994), have introduced similar
"three-stage" taxonomies.
We
foresee that this classification can play an important role in the
recently emerged area of real time adaptive mixing in games, which
revolves around dynamically focusing the attention of the player on
specific parts of the auditory game environment. However, these three
levels of attention provide no insight in the structure and
composition of game audio.
Friberg
and Gardenfors (2004, p.4) suggest another approach, namely a
categorization system according to the implementation of audio in
three games developed within the TiM project3.
In their approach, audio is divided according to the organization of
sound assets within the game code. Their typology consists of avatar
sounds,
object
sounds,
(non-player)
character sounds,
ornamental
sounds and
instructions.
Besides
the considerable overlap between the categories of this
categorization (for instance, the distinction between object sounds
and non-player character sounds can be rather ambiguous), this
approach is very specific to only specific game designs. It says very
little about the structure of sound in games.
Axel
Stockburger (2003) combines both the approach of sound types and how
sound is organized in the game code, but also looks at where in the
game environment sound is originating from. Based on his observation
of sound in the game Metal
Gear Solid 2,
Stockburger differentiates five categories of "sound objects":
score,
effect,
interface,
zone
and
speech.
Although
Stockburger is not consistent when describing categories
of
sound on one hand (zone, effect, and interface) and types
of
sound on the other (score [or music] and speech), the approach of
looking at where in the game environment sound is emitted can help
distinguish an underlying structure of game audio. The three
categories
of
sound (effect, zone, interface) are very close to a framework and
therefore a good starting point. But in order to develop a coherent
framework, a clear distinction between categories of sound and types
of sound is needed.
We
may conclude that the field of game theory does not yet provide a
coherent framework for game audio. Current typologies say little
about the structure of game. Designers and researchers have not yet
arrived at a definition of sound in games that is complete, usable
and more than only a typology. In the following paragraph we will
present an alternative framework for game audio.
3
A project
that researched the adaptation of mainstream games for blind
children: http://inova.snv.jussieu.fr/tim/
|
His 8 page DiGRA paper presents a thorough but accessible typology and the 383 page doctoral thesis is an exhaustive study of the subject.
Grimshaw, Mark and Schott, Gareth. "Situating Gaming as a Sonic Experience: The acoustic ecology of First-Person Shooters". Situated Play, Digital Games Research Association. (Tokyo: The University of Tokyo, September, 2007).
http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/07311.0 61
95.pdf
(Last accessed 24th January 2008)
Grimshaw, Mark. "The acoustic ecology of the first-person shooter". Unpublished PhD thesis. (New Zealand: University of Waikato, 2007). http://www.wikindx.com/mainsite/phd.html
(Last accessed 24th January 2008)
Best regards, Gareth White
Ekman, Inger (2005). Understanding Sound Effects in Computer Games In Proc. Digital Arts and Cultures 2005, Kopenhagen, Denmark.
This is my own attempt at a first framework, written some years ago. The main dimensions under scrutiny are diegetic/non-diegetic (determined by where sounds emanate from and how they behave in the game world) as well as the referent-relationships of functions, i.e. whether the event behind the game is part of the diegesis (something happening in the game world) or not (player's actions with non-diegetic parts of the game such as interface buttons). I think at that point I was a bit too nitpicky with the distinction of diegetic, going too strongly for audio realism. Nevertheless, some aspects of realism (e.g. the transmission of sounds between players that you mention, too) can readily affect the interpretation of sounds as belonging or not belonging to the game diegesis.
Can't find the whole proceedings online anywhere, but the paper is available at: http://www.uta.fi/cgi-bin/cgiwrap/ie60766/log-links.cgi?url=http://www.uta.fi/~i
e60766/work/DAC2005_Ekman.pdf
Joergensen, Kristine (2006). On the Functional Aspects of Computer Game Audio. Proc. AudioMostly 2006, Piteå, Sweden.
Joergensen acknowledges there is a diegetic/non-diegetic divide, but continues to distinguish between game sound by their functions. She identifies five main functions: action oriented, athmospheric, orienting, control-related and identifying.
Available at: http://www.tii.se/sonic_prev/images/stories/amc06/amc_proceedings_low.pdf