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Features
  IEZA: A Framework For Game Audio
by Sander Huiberts, Richard van Tol
2 comments
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January 23, 2008 Article Start Previous Page 2 of 4 Next
 

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.

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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/

 
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Comments

Gareth White
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Dr Mark Grimshaw, Divisional Leader for Digital Media in the School of Art and Design at the University of Wolverhampton, recently completed his PhD thesis and published at DiGRA 2007 on the subject of audio in first person shooters.

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

Inger Ekman
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I agree with Gareth White that Grimshaw's PhD wold have been a good reference to include. I would also like to point you to two other texts discussing game sound functionality and setting some foundations for a framework that I thought you may find informative:

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


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