Contents
IEZA: A Framework For Game Audio
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Evnironment Modeler
 
Trion Redwood City
Sr. Environment Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Sony Online Entertainment
Brand Manager
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  IEZA: A Framework For Game Audio
by Sander Huiberts, Richard van Tol
2 comments
Share RSS
 
 
January 23, 2008 Article Start Previous Page 3 of 4 Next
 

The IEZA framework for audio in games

Based on our review of literature and repertoire we have formulated a framework that uses an alternate approach to classify game audio: the IEZA framework. The primary purpose is to refine insight in game audio by providing a coherent organization of categories and by exposing the various properties of and relations between these categories.

The categories and dimensions of the IEZA framework will be described in the following paragraphs and are represented in the following illustration:

Advertisement

Caption: The IEZA framework

The first dimension

On one hand, the game environment provides sound that represents separate sound sources from within the fictional game world, for example the footsteps of a game character in a first-person shooter, the sounds of colliding billiard balls in a snooker game, the rain and thunder of a thunderstorm in a survival horror game and the chatter and clatter of a busy restaurant setting in an adventure game.

On the other hand, there is sound that seemingly emanates from sound sources outside of the fictional game world, such as a background music track, the clicks and bleeps when pressing buttons in the Heads Up Display (HUD), as well as sound related to HUD-elements such as progress bars, health bars and events such as score updates. In other words, sound originating from a part of the game environment that is on a different ontological level as the fictional game world.

Stockburger (2003) was the first to describe this distinction in the game environment and uses the terms diegetic and non-diegetic. These two terms originate from literary theory, but are used in film sound theory as well (for instance by Chion (1994, p.73)). When they are applied to game environments, one has to consider the fact that games often contain non-diegetic elements like buttons, menus and health bars that are visible on screen4. Film rarely features non-diegetic visuals and even if it does, these visuals are not often accompanied by sound.

The diegetic side of the framework

Effect

The diegetic side of the IEZA framework consists of two categories. In the first category, named Effect, audio is found that is cognitively linked to specific sound sources belonging to the diegetic part of the game. This part of game audio is perceived as being produced by or is attributed to sources, either on-screen or off-screen, that exist within the game world. Common examples of the Effect category in current games are the sounds of the avatar (i.e. footsteps, breathing), characters (dialog), weapons (gunshots, swords), vehicles (engines, car horns, skidding tires) and colliding objects.

Of course, there are many games that do not feature such realistic, real-world elements and therefore no realistic sound sources. Examples are games such as Tetris, Rez and New Super Mario Bros. The latter features only a few samples of speech (that of the characters Mario and Luigi) while the rest of the audio consists of synthesized bleeps, beeps and plings. These non-iconic signs refer to activity of the avatar Mario and events and sound sources within the diegetic part of the game and we therefore consider these part of the Effect category. Sound of the Effect category generally provides immediate response of player activity in the diegetic part of the game environment, as well as immediate notification of events and occurs, triggered by the game, in the diegetic part of the game environment.

Sound of the Effect category often mimics the realistic behavior of sound in the real world. In many games it is the part of game audio that is dynamically processed using techniques such as real-time volume changes, panning, filtering and acoustics.

4 When the terms diegetic and non-diegetic are used in the context of games, one has to acknowledge the fact that non-diegetic information can influence the diegesis, because of interactivity. For example, a player controlling an avatar can decide to take caution when noticing a change in the non-diegetic musical score of the game, resulting in a change of behavior of the avatar in the diegetic part of the game. In some cases, this trans-diegetic process needs to be taken into account when using the terms diegetic and non-diegetic. Yet, diegetic and non-diegetic have more or less become the established terms within the field of game studies to describe this particular distinction in the game environment.

Zone

The second category, Zone, consists of sound sources that originate from the diegetic part of the game and which are linked to the environment in which the game is played. In many games of today, like Grand Theft Auto: San Andreas and FIFA 07, such environments are a virtual representation of environments found in the real world. A zone can be understood as a different spatial setting that contains a finite number of visual and sound objects in the game environment (Stockburger, 2003, p. 6). It might be a whole level in a given game, or part of a set of zones constituting the level.

Sound designers in the field often refer to Zone as ambient, environmental or background sound. Auditory examples include weather sounds of wind and rain, city noise, industrial noise or jungle sounds. The main difference between the Effect and Zone category is that the Zone category consists chiefly of one cognitive layer of sound instead of separate specific sound sources. Also, in many of today's games, the Effect category is directly synced to player activity and game events in the diegetic part of the game environment.

Sound design of the Zone category is generally linked to how environments sound in our real world. Zone also often offers "set noise", minimal feedback of the game world, to prevent complete silence in the game when no other sound is heard. The attention (and therefore immersion in the game) of the player can benefit from this functionality.

 
Article Start Previous Page 3 of 4 Next
 
Comments

Gareth White
profile image
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
profile image
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


none
 
Comment:
 


Submit Comment