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	<link>http://nevinsound.com</link>
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	<pubDate>Thu, 13 Nov 2008 11:38:29 +0000</pubDate>
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		<title>Sonar Festival 2008 - Barcelona</title>
		<link>http://nevinsound.com/2008/06/23/sonar-festival-2008-barcelona/</link>
		<comments>http://nevinsound.com/2008/06/23/sonar-festival-2008-barcelona/#comments</comments>
		<pubDate>Mon, 23 Jun 2008 12:56:14 +0000</pubDate>
		<dc:creator>nevinsound</dc:creator>
		
		<category><![CDATA[Inspirations]]></category>

		<category><![CDATA[Music]]></category>

		<category><![CDATA[sonar 2008]]></category>

		<category><![CDATA[sonar festival 2008]]></category>

		<guid isPermaLink="false">http://nevinsound.com/?p=83</guid>
		<description><![CDATA[Just came back from the Sonar Festival in Barcelona. It is so far the best music festival that I have ever been to. It was three days and nights with great music!!!
The festival was arranged in the city of Barcelona. The daytime festival events &#8216;Sonar de Dia&#8217; took place in and around the buildings of [...]]]></description>
			<content:encoded><![CDATA[<p>Just came back from the <a href="http://sonar.es/portal/eng/home.cfm" title="Sonar 2008" target="_blank" onclick="javascript:pageTracker._trackPageview ('/outbound/sonar.es');">Sonar Festival</a> in Barcelona. It is so far the best music festival that I have ever been to. It was three days and nights with great music!!!</p>
<p>The festival was arranged in the city of Barcelona. The daytime festival events &#8216;Sonar de Dia&#8217; took place in and around the buildings of Museo MACBA and the night time festival &#8216;Sonar de Noche&#8217; was placed a bit outside the city center. Some of the names that made splendid performances were Daedelus, Boys Noize, Leila, 2ManyDjs and their band Soulwax, Roisin Murphy, Pram, El Guincho, Angel Molina, Ewan Pearson and Buraka Som Sistema.</p>
<p>It is definitely not the last time that I am attending the Sonar Festival in Barcelona!</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Ringtone: Roskilde Festival 2008</title>
		<link>http://nevinsound.com/2008/06/09/ring-tone-roskilde-festival-2008/</link>
		<comments>http://nevinsound.com/2008/06/09/ring-tone-roskilde-festival-2008/#comments</comments>
		<pubDate>Mon, 09 Jun 2008 13:00:13 +0000</pubDate>
		<dc:creator>nevinsound</dc:creator>
		
		<category><![CDATA[Inspirations]]></category>

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		<category><![CDATA[SFX]]></category>

		<category><![CDATA[Sound Tag]]></category>

		<category><![CDATA[ringtone]]></category>

		<category><![CDATA[Roskilde Festival 2008]]></category>

		<guid isPermaLink="false">http://nevinsound.com/?p=79</guid>
		<description><![CDATA[This ringtone  is composed for the Roskilde Festival as a part of their 2008 promotion. The ringtone captures the whole atmosphere of the annual festival - an energetic audience full of expectations, happy and enthusiastic people and rock guitars that burst energy into the crowd.
My lovely friend Loba provides the strong vocal deliveries! Yeah!!!
The [...]]]></description>
			<content:encoded><![CDATA[<p>This ringtone  is composed for the <a href="http://www.roskilde-festival.dk/2008/" title="Roskilde Festival 2008" target="_blank" onclick="javascript:pageTracker._trackPageview ('/outbound/www.roskilde-festival.dk');">Roskilde Festival</a> as a part of their 2008 promotion. The ringtone captures the whole atmosphere of the annual festival - an energetic audience full of expectations, happy and enthusiastic people and rock guitars that burst energy into the crowd.</p>
<p>My lovely friend Loba provides the strong vocal deliveries! Yeah!!!</p>
<p>The ringtone can be downloaded later on this week from the <a href="http://www.roskilde-festival.dk/" title="Roskilde Festival" target="_blank" onclick="javascript:pageTracker._trackPageview ('/outbound/www.roskilde-festival.dk');">Roskilde Festival</a> website, but you can have a sneak-peak at it below:</p>
<ul>
<li><a href="http://nevinsound.com/RoskildeFestival_2008.mp3">RoskildeFestival_2008</a></li>
</ul>
]]></content:encoded>
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<enclosure url="http://nevinsound.com/RoskildeFestival_2008.mp3" length="841592" type="audio/mpeg" />
		</item>
		<item>
		<title>Game Audio: The Acoustic Ecology Of The First-Person Shooter - Part 3</title>
		<link>http://nevinsound.com/2008/06/05/game-audio-the-acoustic-ecology-of-the-first-person-shooter-part-3/</link>
		<comments>http://nevinsound.com/2008/06/05/game-audio-the-acoustic-ecology-of-the-first-person-shooter-part-3/#comments</comments>
		<pubDate>Thu, 05 Jun 2008 15:32:50 +0000</pubDate>
		<dc:creator>nevinsound</dc:creator>
		
		<category><![CDATA[Game Audio]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[Inspirations]]></category>

		<category><![CDATA[SFX]]></category>

		<category><![CDATA[Theory]]></category>

		<category><![CDATA[acoustic ecology]]></category>

		<category><![CDATA[acoustic spaces]]></category>

		<category><![CDATA[audio design]]></category>

		<category><![CDATA[conceptual language]]></category>

		<category><![CDATA[first-person shooter]]></category>

		<category><![CDATA[Mark Grimshaw]]></category>

		<category><![CDATA[sound design]]></category>

		<category><![CDATA[soundscape]]></category>

		<guid isPermaLink="false">http://nevinsound.com/?p=82</guid>
		<description><![CDATA[This post is the 3rd and last in the serie on Mark Grimshaws PhD thesis &#8220;The Acoustic Ecology Of The First-Person Shooter&#8221;. The subjects of this post are on how players experience the immersion into the acoustic ecology of the 3D world through the sonic experience.
Diegesis and Immersion
When designing games - the aim is to [...]]]></description>
			<content:encoded><![CDATA[<p>This post is the 3rd and last in the serie on Mark Grimshaws PhD thesis &#8220;The Acoustic Ecology Of The First-Person Shooter&#8221;. The subjects of this post are on how players experience the immersion into the acoustic ecology of the 3D world through the sonic experience.</p>
<p><strong>Diegesis and Immersion</strong><br />
When designing games - the aim is to enhance the player and immerse her/him into the game play. Looking at the subject from an aural perspective the focus is the player, as s/he is has several functions when forming the acoustic ecology in game. It is the player that:</p>
<ul>
<li>Immerses in the acoustic ecology</li>
<li>Participates in the acoustic ecology</li>
<li>Performs to create, sustain and transform the acoustic ecology</li>
</ul>
<p>Previous work on digital game audio has borrowed the terminologies of diegetic and non-diegetic sounds from film theory and tried to put them in context of digital computer games.</p>
<ul>
<li>Diegetic sounds refer to sounds that are closely connected with the narrative of visuals - like for instance - a man stand in front of a door, raises his right hand and bangs on the door. The viewer then hears the sound of a hand knocking on a thick piece of wood imitating the action taking place in the visuals</li>
<li>Non-diegetic sounds refer to sounds that do not have a direct connection to the narrative in the visuals such as for instance a music score.</li>
<li>Another theorist, Curtis (1992), prefers the terms ‘isomorphic’ and ‘iconic’ referring to the way musical instruments are used in for instance Disney cartoons.</li>
</ul>
<p>Looking at music as a non-diegetic sound, Grimshaw suggests that music in FPS games can have a considerable effect on actions experienced by player, as FPS game music exists in between diegetic and non-diegetic sounds. An example of this gray area in between diegetic and non-diegetic sounds is for instance a player who runs through a level and shoots the enemies in such a rhythmic manner that her/his gunshot executions are synchronised with the rhythmic patterns in the music score.</p>
<p>Because of the complexity of a digital game play in terms of player’s interaction with the game world and because of the multiple diegetic sound outcomes - Grimshaw suggests that diegetic sound in digital games should</p>
<blockquote><p>be defined as the sound that emanates from the game play environment, objects and characters and that is defined by that environment, those objects and characters.</p></blockquote>
<p>By this he means that it is difficult to define the sounds as being strictly diegetic or non-diegetic as they are all at all times subject to change, as player interacts in the acoustic ecology. In contrast to the above, the non-diegetic sounds can be defined by sound events that occur prior to and following game play, like for instance UI sounds, game and level configuration menus and music score, that gives the player specific cues on points gained, or that s/he is in or outside the game, or that s/he has completed a mission.</p>
<p>According to Grimshaw the problem of using film sound terminology in game audio lies in the major differences between the two media. We can roughly say that in a digital game:</p>
<ul>
<li>Sounds can have an impact on the actions of a player</li>
<li>Sounds are not necessarily heard by all the players at the same time</li>
</ul>
<p>Grimshaw suggests a solution for creating a distinction between the diegetic sounds heard during game play, by introducing the following categories:</p>
<ul>
<li><em>Ideodiegetic sounds</em> – This terminology refers to diegetic sounds that can only be heard by one player, which includes all sounds that derive from within that particular player’s resonating space – sounds that come from character or other sources in the area. Ideodiegetic sounds are furthermore classified into: <em>exodiegetic sounds</em> which are sounds heard by player that are not triggered by player and <em>kinediegetic sounds</em> which are sounds that are triggered and heard by player</li>
<li><em>Telediegetic sounds </em>– This terminology refers to a sound that is heard by and responded to by one player, where the actions of that response has a consequence for another player later on.</li>
</ul>
<p>All diegetic sounds in the acoustic ecology have an importance and consequence for player, as player has to interact and react upon events and objects within the game world displayed on screen.</p>
<p><strong>Perceptual Realism &amp; Immersion</strong><br />
The use of authentic audio recordings, of for instance real weapons, when creating the weapon sound effects for a FPS game, is currently the only way for game designers to simulate or emulate a &#8216;real world realism&#8217; in a 3D graphic game environment.</p>
<p>Sound is an illusory and real-time 3D event that player acts upon during game play. The use of caricature and convention sounds, rather than authentic sounds, in the resonating spaces establishes the paraspaces in which player has to act on and it is the player’s task to make the distinctions between virtual and real sounds.</p>
<p>The aim of a FPS game designer is to make the player believe that s/he is within the game environment. Sound is one of the key factors to immersion in 3D virtual environments and the creation of ‘perceptual realism’. It is the use of sound, with its physical 3-dimensionality, in the digital media that creates the possibility for player to mentally and physically immerse within the acoustic ecology of game.</p>
<p><strong>The Acoustic Ecology of the FPS Game</strong><br />
Players interaction and immersion within the acoustic ecology is based on players prior experience from outside and inside the game.</p>
<p>A player who hears a music piece on a specific level might for instance interact within the acoustic environment differently depending on various facts.</p>
<ul>
<li>If player is musical: S/he will use different modes of listening depending on how familiar s/he is with that particular piece of music style or genre</li>
</ul>
<ul>
<li>If player is new to the game: Player might use the music to navigate and explore the level to find out what kinds of affordances there are in the area to prioritize</li>
</ul>
<ul>
<li>If player is experienced: The music is appreciated as a keynote sound – meaning that its main function is to immerse player into the 3D game world, indicating the spaces and areas player is moving within.</li>
</ul>
<p>The acoustic community is a place where acoustic information is exchanged in between the inhabitants. An example is ,for instance, a player that hears a signal sound of an action that s/he does not see visually, which turns out to have a consequence for her/his further game play.</p>
<p>According to Grimshaw the acoustic ecology is a system and a cycle that is dependent on player’s controller inputs – a system that changes with time as player interacts and gives response to the soundscape.</p>
<p><strong>CONCLUSION</strong></p>
<p>The thorough conceptual framework gives an understanding of sounds, soundscapes, acoustic spaces and their functions used in FPS games and how they effect the player&#8217;s gaming experience.</p>
<p>Mark Grimshaw investigates with his thesis how players interact in the acoustic ecology of the gaming environments alone and with other players. He examines player&#8217;s audio experience and immersion into the soundscapes of the 3D world as a physical event that is open for interpretation. He also argues why audio is an important part of player&#8217;s gaming experience in FPS games.</p>
<p>One could also argue that Mark Grimshaw&#8217;s thesis is giving some of the answers to why audio is an important part when improving player&#8217;s gaming experience, as he argues that sound is the only true physical dimension of the imitated 3D world displayed on a computer or TV screen.</p>
<p>There are also the implications of how the soundscape is designed to be perceived in contrast to how the soundscape is actually perceived or interpreted by player - forming the acoustic ecology. This is again based on player&#8217;s prior gaming, social or cultural experience.</p>
<p>The thesis &#8220;The Acoustic Ecology Of The First-Person Shooter&#8221; is a thorough analysis of the FPS game genre, which also gives a conceptual framework and tools for analysing digital game audio used in other game genres.</p>
]]></content:encoded>
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		<item>
		<title>Game Audio: The Acoustic Ecology Of The First-Person Shooter - Part 2</title>
		<link>http://nevinsound.com/2008/06/03/game-audio-the-acoustic-ecology-of-the-first-person-shooter-part-2/</link>
		<comments>http://nevinsound.com/2008/06/03/game-audio-the-acoustic-ecology-of-the-first-person-shooter-part-2/#comments</comments>
		<pubDate>Tue, 03 Jun 2008 15:44:18 +0000</pubDate>
		<dc:creator>nevinsound</dc:creator>
		
		<category><![CDATA[Game Audio]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[Inspirations]]></category>

		<category><![CDATA[SFX]]></category>

		<category><![CDATA[Theory]]></category>

		<category><![CDATA[acoustic ecology]]></category>

		<category><![CDATA[acoustic spaces]]></category>

		<category><![CDATA[audio design]]></category>

		<category><![CDATA[conceptual language]]></category>

		<category><![CDATA[first-person shooter]]></category>

		<category><![CDATA[Mark Grimshaw]]></category>

		<category><![CDATA[sound design]]></category>

		<category><![CDATA[soundscape]]></category>

		<guid isPermaLink="false">http://nevinsound.com/?p=81</guid>
		<description><![CDATA[This article is the 2nd part of a serie investigating Mark Grimshaw&#8217;s PhD Thesis &#8220;The Acoustic Ecology Of The First-Person Shooter&#8221;. My previous post discussed some of the main terminologies that Mark Grimshaw explores and this post will continue by dicussing the acoustic spaces that are formed when game player interacts as a part of [...]]]></description>
			<content:encoded><![CDATA[<p>This article is the 2nd part of a serie investigating Mark Grimshaw&#8217;s PhD Thesis &#8220;The Acoustic Ecology Of The First-Person Shooter&#8221;. My previous post discussed some of the main terminologies that Mark Grimshaw explores and this post will continue by dicussing the acoustic spaces that are formed when game player interacts as a part of the acoustic ecology.</p>
<p><strong>ACOUSTIC SPACES</strong></p>
<p>When discussing game audio and acoustic spaces - the dimension of space and time are important factors. Acoustic spaces in acoustic ecologies can be understood in two ways:</p>
<ul>
<li>A space with physical parameters of sound propagation</li>
<li>A specific location in a game; like a harbour or dungeons</li>
</ul>
<p>Looking at the spatial dimensions of an acoustic ecology, Grimshaw suggests the terms: <em>resonating spaces and paraspaces</em>.</p>
<p>A sound event in a space can be a perceived as a combination of many functions and meanings, as it depends on player’s interpretation and socio-cultural experience. Grimshaw makes the following distinctions between the perceptions of spaces:</p>
<ul>
<li><em>1st perception of space:</em> Sound is perceived as a 3-dimensional event and is therefore the primary medium that gives player a perception of the illusionary space. The illusionary space being represented by a 3D graphic environment and displayed on a 2D TV or computer screen.</li>
<li><em>2nd perception of space: </em>The 3D sounds are triggered by the game engine and distributed with the images and animations displayed on screen. The perceived sounds that represent a real acoustic resonating space is then combined with the images displayed on screen, creating a second virtual space. This gives the player a perception that the objects on screen exist within the virtual resonating spaces. Meaning that the real-time created acoustic resonating space gives player a perception of an affordance of objects that exist within the 3D game environment.</li>
</ul>
<p>Looking at the above there are two spaces formed around the player. These spaces change according to player’s actions, continuously creating new affordances to player. This is one of the perceptual keys to player&#8217;s immersion with the game world.</p>
<p><strong>Resonating spaces</strong><br />
A <em>resonating space</em> involves the physical properties and functions that are similar to an acoustic space with parameters such as reverberation, localization and sound propagations. By using the term resonating space Grimshaw introduces the concept of acoustics: sound that propagates as mechanical waves travelling from sound source through air. Sound as a physical event that propagates and expands in the volume of the containing space and reflective surfaces.</p>
<p>But the fact is that the physical dimensions of an acoustic wave is an illusion, as the sound source is the output from the TV speakers or headphones and not the actions player performs in the 3D game world. So according to Grimshaw, a resonating space is a physical space dimension that is:</p>
<ul>
<li>A physical, acoustic representation of the 3D game world</li>
<li>Dynamic and changes over time according to player inputs on controller</li>
</ul>
<p>Two important parameters that can not be ignored, when discussing resonating spaces regarding spatiality and sound are: <em>volume </em>and <em>time</em>. They are important because of the following:</p>
<ul>
<li><em>Volume</em> is a physical parameter. It can be represented by the Cartesian coordinate system and can therefore also be perceived as the physical representation of the Cartesian coordinate system that is coded in the game engine</li>
<li><em>Time</em> is the temporal dimension of a sound propagating through air as mechanical waves</li>
</ul>
<p>When looking at the physical dimensions of a game player and the perceived acoustics during game play, we acknowledge that the physical reality is reversed.</p>
<p>In the real world we locate sound sources by physically moving our heads, but in a gaming environment this not possible. The only physical body parts that player moves during game play are the hand movements on the controller - and occasional whole-body reactions to unexpected sounds.</p>
<p>The in-game sound sources change position or volume in relation to player&#8217;s position in the 3D game environment - and not the opposite which is the case in the real world, where we physically move our body to locate a sound source.</p>
<p>This tells us that the player is the centre of the gaming event as an immobile figure and s/he is in control of the acoustic space represented on screen as a 3D world.</p>
<p>Some other physical dimensions and parameters that are important to have in mind when considering player&#8217;s control of the acoustic space are:</p>
<ul>
<li><em>Low frequency sounds</em> - Low frequency sounds are difficult to localize for the human ear. But during the audio production of sound effects, such as guns and explosions, low frequencies below 1500 Hz are usually boosted to make the effect more &#8216;powerful&#8217;. Because of the difficulty in locating the sound source, the player is then involved in the sound itself and not its relation to the 3D game world. This also contributes to the fact that player’s audio experience is a perception of a closed acoustic space.</li>
<li><em>Sound as a true physical event </em>- Sound events are the only true three-dimensional components of the virtual game world with the physical parameters of time, amplitude, speed and volume. This is therefore also the only physical dimension from which player can immerse into the virtual game world.</li>
</ul>
<p><strong>Paraspaces</strong><br />
Grimshaw refers to <em>paraspaces</em> as the spatial dimension within the acoustic ecology that provides affordances involving player to experience location, time, cultural or social factors in game.</p>
<p>During a FPS game, a player will interact with the 3D world in many locations such as the docks, a harbour, dungeons, hotel lobby or a marketplace. A space that indicates a distinct location may have different functions and significations in reality. This also means that the perception and understanding of the affordances in a paraspace depends on player&#8217;s cultural and social experience.</p>
<p>Grimshaw gives the example of a paraspace scenario including sounds such as: car traffic, Big Ben and people talking English with a Cockney accent. Based on the cultural experience of player, s/he will then understand the location as being London in United Kingdom. If player has never been in United Kingdom, s/he will then maybe understand the paraspace as just being a big city and not being able to point out the exact country.</p>
<p><em>Ambience</em> and the use of <em>ambient sounds</em> on locations in games may sometimes be musical or they may be a combination of musical content and sounds together. This means that ambient sounds used in paraspaces may be real or they may be imaginative and ‘not real’. The player will then again interpret the perceived location or ‘paraspace’ relying to her/his cultural experience - or gained experience during training in game.</p>
<p>There is also the function of <em>real-time signal processing</em> to consider when discussing paraspaces. When a reverberation effect is added to the sounds it is the intention of audio designer to give player a sense of the physical dimensions of the paraspace – such as a cathedral, cavern or hallway.</p>
<p>Overall a paraspace can be divided into <em>locational</em> and <em>temporal </em>paraspaces. The temporal paraspace is then divided even further by Grimshaw into: <em>temporal period </em>and<em> temporal progression.</em></p>
<p>To describe the temporal paraspace - Grimshaw introduces four terms describing sounds with spatial functions:</p>
<ul>
<li><em>Choraplasts</em> - Audio that contributes to the perception of a resonating space</li>
<li><em>Topoplasts</em> - Audio that indicates a location and therefore has a paraspatial function</li>
<li><em>Chronoplasts</em> - Audio giving the perception of time progression</li>
<li><em>Aionoplasts</em> - Audio that sets the game world in a ‘historical’ frame – a past, present, future or immediate timeframe</li>
</ul>
<p>At the same time it should be remembered that the above terms are not static, as their functions and meanings can change based on player&#8217;s actions or interpretations. As the acoustic space is mediated by player perception and players categorization of sounds within the resonating space, the perception of sounds will be subject to change.</p>
<p><strong>Summary</strong><br />
This post is the 2nd in a serie of articles dealing with Mark Grimshaw&#8217;s PhD Thesis &#8220;The Acoustic Ecology Of The First-Person Shooter&#8221;. An important part of game players immersion in the virtual 3D gaming environment is the physical dimensions of audio. Acoustic spaces can be perceived from the following perspectives:</p>
<ul>
<li>A resonating space, where: Sound is a true physical event that travels from source through air as mechanical waves and expands in the containing volume of space and reflective surfaces</li>
<li>A paraspace, where: Sound as a location indicates the place a player is navigating within. A paraspace can at the same time be divided into two categories: temporal period and temporal progression. The temporal progression indicating that time is moving forward and the temporal period indicating the history of a location.</li>
</ul>
<p><em>My next post will be the 3rd and last article in this serie exploring Grimshaw&#8217;s views on game player&#8217;s diegesis and immersion into the acoustic ecology of the virtual 3D gaming world.</em></p>
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		<title>Game Audio: The Acoustic Ecology Of The First-Person Shooter - Part 1</title>
		<link>http://nevinsound.com/2008/06/01/game-audio-the-acoustic-ecology-of-the-first-person-shooter-part-1/</link>
		<comments>http://nevinsound.com/2008/06/01/game-audio-the-acoustic-ecology-of-the-first-person-shooter-part-1/#comments</comments>
		<pubDate>Sun, 01 Jun 2008 15:33:57 +0000</pubDate>
		<dc:creator>nevinsound</dc:creator>
		
		<category><![CDATA[Game Audio]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[Inspirations]]></category>

		<category><![CDATA[SFX]]></category>

		<category><![CDATA[Theory]]></category>

		<category><![CDATA[acoustic ecology]]></category>

		<category><![CDATA[audio design]]></category>

		<category><![CDATA[conceptual language]]></category>

		<category><![CDATA[first-person shooter]]></category>

		<category><![CDATA[Mark Grimshaw]]></category>

		<category><![CDATA[sound design]]></category>

		<category><![CDATA[sound taxamony]]></category>

		<guid isPermaLink="false">http://nevinsound.com/?p=78</guid>
		<description><![CDATA[INTRODUCTION
This article serie is about Mark Grimshaw&#8217;s PhD thesis on acoustic ecology in First-Person Shooters. The article serie is divided into three parts: Introduction, Acoustic Spaces and Diegesis &#38; Immersion.
As an audio designer I work with technical limitations of the game engines, platforms and budgets, BUT sometimes it is important to &#8216;think outside the box&#8217;; [...]]]></description>
			<content:encoded><![CDATA[<p><strong>INTRODUCTION</strong><br />
This article serie is about Mark Grimshaw&#8217;s PhD thesis on acoustic ecology in First-Person Shooters. The article serie is divided into three parts: Introduction, Acoustic Spaces and Diegesis &amp; Immersion.</p>
<p>As an audio designer I work with technical limitations of the game engines, platforms and budgets, BUT sometimes it is important to &#8216;think outside the box&#8217;; To step out of the &#8216;game engine&#8217; and have a closer look at player&#8217;s actual audio perception in visual 3D game worlds. This is why I believe Mark Grimshaw&#8217;s thesis is of great importance in the improvement of players <em>audio experience</em> in games.</p>
<p>Some of the central questions that Mark Grimshaw attempts to answer in his thesis <a href="http://adt.waikato.ac.nz/public/adt-uow20070601.210202/" title="The Acoustic Ecology Of The First-Person Shooter" target="_blank" onclick="javascript:pageTracker._trackPageview ('/outbound/adt.waikato.ac.nz');">The Acoustic Ecology Of The First-Person Shooter</a> are: How is player aurally interacting within the 3D  gaming environment? And how does s/he establish a relationship with the soundscape in which s/he explores a variety of acoustic spaces? His material of analysis is based on examples from the FPS games Quake III Arena (iD Software) and Urban Terror (Silicon Ice).</p>
<p><strong>THE ACOUSTIC ECOLOGY OF THE FIRST-PERSON SHOOTER</strong><br />
The role of an audio designer is to build aural environments to an imitated 3D virtual gaming world, where player can navigate and interact. The focus of audio design is the player, players game play and how s/he is immersed into the 3D gaming world. The question is:</p>
<p><em>- How does player interact with gaming environment using audio and how does this have an impact on the immersion into the 3D game world?</em></p>
<p>The main subject for Mark Grimshaw&#8217;s thesis is the use of sound design and soundscapes in the game genre of First-Person Shooters.  He introduces the term &#8216;acoustic ecology&#8217; exploring the idea of a relationship between player&#8217;s sonic experience and the soundscape executed by the game engine and how these two components form a variety of acoustic spaces in the visual media.</p>
<p>The thesis builds up a thorough conceptual framework in which the acoustic ecology in FPS games can be put into context and analysed. The conceptual framework is partly based on filmsound theories and partly on existing works on digital game sound published to this date. Grimshaw builds further on the existing theories to give a more clear perspective of player&#8217;s acoustic perception and interaction in FPS games.</p>
<p>As an attempt to summarize some of the main points of the teminology of acoustic ecology in FPS games I will highlight some of the main terminologies that he discusses.</p>
<p><strong>Listening modes</strong><br />
If we look at a game player - sitting in front of a TV screen and performing haptic inputs on a controller - the first point of analysis is player&#8217;s listening mode: How s/he listens to the sound source from headphones or loudspeakers.</p>
<p>According to Grimshaw, player’s interaction within the acoustic ecology happens by using four distinct listening modes:</p>
<ul>
<li><em>Casual listening</em> - where focus of listening is to obtain information about the cause of the sound</li>
<li><em>Reduced listening</em> - where player listens to the quality of sound, abstracting from the meaning or cause of sound</li>
<li><em> Semantic listening </em>- where player listens analytically and use semiotic code to extract a message and interpret the meaning of sound</li>
<li><em> Navigational listening</em> - Grimshaw&#8217;s addition to the listening modes, where focus is to use sound as a signal that guides the player towards the sound source</li>
</ul>
<p>Looking at the above listening modes, he points out that the casual, semantic and navigational listening modes have the highest priorities. But these listening modes are also based on player&#8217;s prior gaming experience. If player is an experienced FPS game player, s/he might quickly adapt to the acoustic ecology and game play, in contrast to an unexperienced player who will need some prior training to understand the game play and the meaning of sounds. If game player is not very experienced s/he might play through the same levels many times in order to grasp the game play by organising the sounds in &#8216;important&#8217; and &#8216;not important&#8217; categories and into different listening modes in order to co-ordinate her/his actions with the game play.</p>
<p><strong>Affordances</strong><br />
Grimshaw also points out that the acoustic ecology in a game world should be interpreted as a set of &#8216;affordances&#8217; or one main &#8216;affordance&#8217;. With this term he means that all sounds that are executed in game are subject to opportunities offered to player - meaning that all assets in a game can be understood by player as ‘action possibilities’ or ‘perceived action possibilities’, which are designed to draw player into the virtual game world.</p>
<p>How player choose to prioritize the sounds are again based on prior experience with game and genre. If player is new to the game, s/he will pay attention to all sounds and prioritize them equally in order to obtain a meaning, whereas an experienced player will pay attention to some sounds and less attention to others, because s/he already knows the meaning or functions of sounds and therefore knows when or where certain sounds are important according to game play.</p>
<p><strong>Auditory Icons</strong><br />
Grimshaw points out that prior works and theories on digital game sound are too dependent on how sounds are categorized in the actual game engine such as, UI sounds, feedback, weapons, character, ambience and etc.</p>
<p>He expands the taxonomy of sounds and their functions and classifies them as symbolic or <em>nomic</em> <em>auditory icons</em> that can be assigned according to their functions - meaning that sounds can have a strong causal relationship to the object or action it represents. He also points out that all sounds can be interpreted differently and have different meanings according to the context of game play or environment.</p>
<p>The categories that Grimshaw adds are:</p>
<ul>
<li><em>Deictic</em> - The meaning of sound is dependent on the context in which it is used</li>
<li><em>Exclamatory</em> - The meaning of sound is a sudden remark</li>
<li><em>Simile</em> - The meaning of sound is related to another thing of a different kind, to make the description more vivid or literal</li>
<li><em>Metaphoric</em> - The meaning of sound is applied to an object or action to which it is not literally applicable</li>
<li><em>Onomatopoeic</em> - The meaning of sound is a formation of a sound that is associated with the given action or object</li>
</ul>
<p>The categories above helps understanding the quality and function of sounds in a game play, but it also points out how their meanings can change according to game play. Imagine the following situation in a multi player game: A player takes the enemies flag and hears a <em>metaphoric</em> sound. But for the other players the sound is <em>deictic</em>, as it means that they have to change their missions and actions in order to recapture the flag.</p>
<p><strong>Summary</strong><br />
This article is an introduction to some of the terminologies that Grimshaw discusses when explaining the acoustic ecology of FPS games. He makes distinctions between four listening modes and highlights how a game player catagorize the &#8216;chaos&#8217; of sounds into different listening modes in order to co-ordinate her/his actions within the game play. The game world should also be perceived as a set of &#8216;affordances&#8217; or one main &#8216;affordance&#8217;. Using this terminology Grimshaw suggests that the soundscape in combination with the graphic interface is designed to draw player into the game play offering her/him &#8216;action possibilities&#8217; or &#8216;perceived action possibilities&#8217;. The use and functions of sounds also have an impact on how player is interpreting the affordances offered to her/him. But in the context of multi player games it also means that the meaning of sounds will change according to the actions performed during game play.</p>
<p><em>My next post will be on acoustic spaces in the acoustic ecology of FPS games - so stay close!</em></p>
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		<title>Nordic Game Conference 2008</title>
		<link>http://nevinsound.com/2008/05/18/nordic-game-conference-2008/</link>
		<comments>http://nevinsound.com/2008/05/18/nordic-game-conference-2008/#comments</comments>
		<pubDate>Sun, 18 May 2008 16:38:13 +0000</pubDate>
		<dc:creator>nevinsound</dc:creator>
		
		<category><![CDATA[Games]]></category>

		<category><![CDATA[Inspirations]]></category>

		<category><![CDATA[Theory]]></category>

		<category><![CDATA[EVE Online]]></category>

		<category><![CDATA[Lego Indiana Jones]]></category>

		<category><![CDATA[Lego Star Wars]]></category>

		<category><![CDATA[MMO]]></category>

		<category><![CDATA[Nordic Game Conference]]></category>

		<guid isPermaLink="false">http://nevinsound.com/?p=80</guid>
		<description><![CDATA[On the 14th and 15th of May - last week - I attended the Nordic Game Conference in Malmö for the first time. It is always exciting to hear about products in development and future releases. And it is also a lot of fun to meet and talk to other professionals and students - but [...]]]></description>
			<content:encoded><![CDATA[<p>On the 14th and 15th of May - last week - I attended the <a href="http://www.nordicgame.com/" title="Nordic Game Conference" target="_blank" onclick="javascript:pageTracker._trackPageview ('/outbound/www.nordicgame.com');">Nordic Game Conference</a> in Malmö for the first time. It is always exciting to hear about products in development and future releases. And it is also a lot of fun to meet and talk to other professionals and students - but I must admit, that I am a bit disappointed.</p>
<p><strong><em>There were no talks on game audio!!!</em></strong></p>
<p>But there were two talks that I found interesting:</p>
<ul>
<li>EVE Online</li>
<li>LEGO Star Wars - LEGO Indiana Jones.</li>
</ul>
<p><strong>EVE Online</strong><br />
The speakers on the talk about EVE Online were PhD students working at <a href="http://www.ccpgames.com/" title="CCP - EVE Online" target="_blank" onclick="javascript:pageTracker._trackPageview ('/outbound/www.ccpgames.com');">CCP Games</a>. Their research gave a deeper aspect to the whole idea and future development of MMO games.</p>
<p>One of the subjects regarding the MMO EVE Online was <em>emergence</em> and <em>social structures </em>in EVE Online. In the light of MMO development - giving the players the right tools to emerge can open more opportunities for  players in EVE.</p>
<p>The speaker&#8217;s research was based on how small systems of structures interact with other systems and how their interaction have an impact on the formation of larger structures - like for instance how social networks and interactions can create formations. As an example he talked about how all the players in EVE at one point formed two large Alliences that went to war with each other. Another example was how 4000 players build a Titan together. A consequence, of this collaboration between 4000 players, was the impact on other trade and economic systems within EVE, such as the marketprices for minerals and mining. So in many aspects the MMO is a mirror of our society in real life.</p>
<p>Another subject that was interesting was the <em>social institutions</em> in EVE. The talk was based on how EVE has developed as a society and how players specialize in professions beyond in-game professions and how the populations are distributed in EVE.</p>
<p>The most interesting subject though was <a href="http://www.ccpgames.com/" title="CCP - EVE Online" onclick="javascript:pageTracker._trackPageview ('/outbound/www.ccpgames.com');">CCP Games</a> development of the Council of Stellar Management 2.0 for EVE Online. CSM 2.0 is going to be a council of 9 representatives democratically voted by EVE Online players. This gives possible candidates the opportunity to campaign politically in forums and web sites. The winning candidates are then encouraged to step up as real persons and work together with CCP to handle and solve issues in EVE Online. This is a very interesting development because the empowering of players opens up for a whole bunch of opportunities in the online community!</p>
<p><strong>LEGO Star Wars - LEGO Indiana Jones</strong><br />
The talk on Lego Star Wars was not particularly interesting - apart from the introduction of the conference, where the speakers came up to the stage as hostages of Darth Vader!</p>
<p>Anyway - I am definetely going to pre-order <a href="http://indianajones.lego.com/en-us/games/default.aspx" title="LEGO Indiana Jones" target="_blank" onclick="javascript:pageTracker._trackPageview ('/outbound/indianajones.lego.com');">LEGO Indiana Jones</a>! I can tell you that the demo and in-game sequences looked awsome!!!</p>
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		<title>Festival Dance Tune</title>
		<link>http://nevinsound.com/2008/04/14/new-ringtone-muddy-footsteps-and-cans/</link>
		<comments>http://nevinsound.com/2008/04/14/new-ringtone-muddy-footsteps-and-cans/#comments</comments>
		<pubDate>Mon, 14 Apr 2008 15:39:45 +0000</pubDate>
		<dc:creator>nevinsound</dc:creator>
		
		<category><![CDATA[Music]]></category>

		<category><![CDATA[SFX]]></category>

		<category><![CDATA[Sound Tag]]></category>

		<category><![CDATA[beat of cans]]></category>

		<category><![CDATA[dance tune]]></category>

		<category><![CDATA[festival 2008]]></category>

		<category><![CDATA[ringtone]]></category>

		<category><![CDATA[Roskilde Festival 2008]]></category>

		<guid isPermaLink="false">http://nevinsound.com/?p=75</guid>
		<description><![CDATA[I have just composed a new ringtone for my mobilephone!
The annual Roskilde Festival gave me the inspiration to this dance ringtone. The beat is composed of sounds from cans, zips, jar lids and muddy footsteps. Have a listen to it and enjoy!

Festival Dance Tune

]]></description>
			<content:encoded><![CDATA[<p>I have just composed a new ringtone for my mobilephone!</p>
<p>The annual <a href="http://www.roskilde-festival.dk/2008/frontpage/" title="Roskilde Festival 2008" target="_blank" onclick="javascript:pageTracker._trackPageview ('/outbound/www.roskilde-festival.dk');">Roskilde Festival</a> gave me the inspiration to this dance ringtone. The beat is composed of sounds from cans, zips, jar lids and muddy footsteps. Have a listen to it and enjoy!</p>
<ul>
<li><a href="http://www.nevinsound.com/roskilde_dance_ringtone.mp3">Festival Dance Tune</a></li>
</ul>
]]></content:encoded>
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<enclosure url="http://www.nevinsound.com/roskilde_dance_ringtone.mp3" length="802964" type="audio/mpeg" />
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		<title>Nordic Game Jam 2008</title>
		<link>http://nevinsound.com/2008/03/09/nordic-game-jam-2008/</link>
		<comments>http://nevinsound.com/2008/03/09/nordic-game-jam-2008/#comments</comments>
		<pubDate>Sat, 08 Mar 2008 23:13:26 +0000</pubDate>
		<dc:creator>nevinsound</dc:creator>
		
		<category><![CDATA[Game Audio]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[Inspirations]]></category>

		<category><![CDATA[Music]]></category>

		<category><![CDATA[SFX]]></category>

		<category><![CDATA[Theory]]></category>

		<category><![CDATA[audio design]]></category>

		<category><![CDATA[music design]]></category>

		<category><![CDATA[Nordic Game Jam 2008]]></category>

		<guid isPermaLink="false">http://nevinsound.com/game-audio/nordic-game-jam-2008/</guid>
		<description><![CDATA[I attended the Nordic Game Jam for the first time this year and it was a great experience!!! It was fun and hard work at the same time and I am now thinking: Where was I the previous years?!
There are so many talents and the Nordic Game Jam is a perfect opportunity for people to [...]]]></description>
			<content:encoded><![CDATA[<p>I attended the Nordic Game Jam for the first time this year and <em>it was a great experience!!!</em> It was fun and hard work at the same time and I am now thinking: <em>Where was I the previous years?!</em></p>
<p>There are so many talents and the Nordic Game Jam is a perfect opportunity for people to meet across universities and industries - professionals, students and hobbiests. The best part of NGJ 08 was to see how many different design ideas, graphics and game play concepts people could contribute with - all based on the subject of &#8216;taboo&#8217;. I did not sleep much during the game jam, <em>but it was all worth it!</em></p>
<p>I was responsible for sound design on the following 3 games:</p>
<p>Yum Me<br />
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<p>Taboo Tiles<br />
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<p>Torturama<br />
<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="347" height="290" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="wmode" value="transparent" /><param name="src" value="http://www.youtube.com/v/TrhuTNAWckE&amp;hl=en" /><embed type="application/x-shockwave-flash" width="347" height="290" src="http://www.youtube.com/v/TrhuTNAWckE&amp;hl=en" wmode="transparent"></embed></object></p>
<p>All the game concepts that were developed during the event can be viewed at <a href="http://www.nordicgamejam.org/08/" title="Nordic Game Jam 08" onclick="javascript:pageTracker._trackPageview ('/outbound/www.nordicgamejam.org');">Nordic Game Jam 08</a><a title="Nordic Game Jam 2008" href="http://nordicgamejam.org/08/" target="_blank"><br />
</a></p>
<p>Enjoy!</p>
]]></content:encoded>
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		<title>Game Audio: Interviews with programmers, voice actor &#038; audio director</title>
		<link>http://nevinsound.com/2008/02/13/game-audio-video-with-interviews-of-voice-actoraudio-directorprogrammer-interesting-stuff-starts-at-0246/</link>
		<comments>http://nevinsound.com/2008/02/13/game-audio-video-with-interviews-of-voice-actoraudio-directorprogrammer-interesting-stuff-starts-at-0246/#comments</comments>
		<pubDate>Wed, 13 Feb 2008 17:12:21 +0000</pubDate>
		<dc:creator>nevinsound</dc:creator>
		
		<category><![CDATA[Audio Implementation]]></category>

		<category><![CDATA[Audio Software &amp; Hardware]]></category>

		<category><![CDATA[Game Audio]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[Inspirations]]></category>

		<category><![CDATA[Music]]></category>

		<category><![CDATA[SFX]]></category>

		<category><![CDATA[audio design]]></category>

		<category><![CDATA[cinematic music]]></category>

		<category><![CDATA[dialog]]></category>

		<category><![CDATA[sound design]]></category>

		<category><![CDATA[voice acting]]></category>

		<guid isPermaLink="false">http://nevinsound.com/game-audio/game-audio-video-with-interviews-of-voice-actoraudio-directorprogrammer-interesting-stuff-starts-at-0246/</guid>
		<description><![CDATA[This is an interesting broadcast on game audio and why it is so important in games. The broadcast contains interviews with programmers, a really good voice actor and audio director. The interesting stuff starts from around 02:46 - Enjoy!

]]></description>
			<content:encoded><![CDATA[<p>This is an interesting broadcast on game audio and why it is so important in games. The broadcast contains interviews with programmers, a really good voice actor and audio director. The interesting stuff starts from around 02:46 - Enjoy!</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="426" height="357" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="wmode" value="transparent" /><param name="src" value="http://www.youtube.com/v/WIKD3C713EU&amp;rel=1" /><embed type="application/x-shockwave-flash" width="426" height="357" src="http://www.youtube.com/v/WIKD3C713EU&amp;rel=1" wmode="transparent"></embed></object></p>
]]></content:encoded>
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		<item>
		<title>Game Audio: The Blindfold Test</title>
		<link>http://nevinsound.com/2008/01/23/game-audio-the-blindfold-test/</link>
		<comments>http://nevinsound.com/2008/01/23/game-audio-the-blindfold-test/#comments</comments>
		<pubDate>Wed, 23 Jan 2008 09:30:44 +0000</pubDate>
		<dc:creator>nevinsound</dc:creator>
		
		<category><![CDATA[Audio Implementation]]></category>

		<category><![CDATA[Game Audio]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[Inspirations]]></category>

		<category><![CDATA[Music]]></category>

		<category><![CDATA[SFX]]></category>

		<category><![CDATA[Theory]]></category>

		<category><![CDATA[Alexander Brandon]]></category>

		<category><![CDATA[audio categories]]></category>

		<category><![CDATA[audio design]]></category>

		<category><![CDATA[audio design testplans]]></category>

		<category><![CDATA[audio test]]></category>

		<category><![CDATA[audio test procedures]]></category>

		<category><![CDATA[audio testing]]></category>

		<category><![CDATA[audio testing methods]]></category>

		<category><![CDATA[blindfold testing]]></category>

		<category><![CDATA[games audio testing]]></category>

		<category><![CDATA[interactive audio]]></category>

		<category><![CDATA[Music scoring]]></category>

		<category><![CDATA[QA]]></category>

		<category><![CDATA[sound design]]></category>

		<guid isPermaLink="false">http://nevinsound.com/game-audio/game-audio-the-blindfold-test/</guid>
		<description><![CDATA[In my previous post I discussed the importance of setting up thorough test procedures for audio testing. BUT the challenge of interactive audio design is how well the music design enhances the drama perceived by game player.
Although computer games is a visual media - it might be necessary to perform an audio test without visuals [...]]]></description>
			<content:encoded><![CDATA[<p>In my previous post I discussed the importance of setting up thorough test procedures for audio testing. BUT the challenge of interactive audio design is how well the music design enhances the drama perceived by game player.</p>
<p>Although computer games is a visual media - it might be necessary to perform an audio test <em>without </em>visuals when considering the actual <strong>music design</strong>. Some of the most important aspects of music design are:</p>
<ul>
<li><em>How well the music themes enhance the drama perceived by player</em></li>
<li><em>Whether more variations - </em><em>or even silence - would be needed</em></li>
<li><em>How the dynamic levels are compared to sound design and dialog</em></li>
</ul>
<p>My idea for audio testing the relationship between music, sound design and dialogue is the<em> <strong>blindfold test</strong></em>.</p>
<p>The blindfold test would require two games testers - QA1 and QA2:</p>
<p><strong>Part 1: </strong></p>
<ul>
<li>QA1 is blindfolded and wearing headphones connected to the console, where game play is going to be performed</li>
<li>QA2 plays through a level - <em>music and sound effects are turned on</em></li>
<li> QA1 listens to the game play QA2 is performing.</li>
</ul>
<p><em>This procedure can be used to find out how well the musical context and sound effects correspond to the gaming experience - meaning the players experience of drama, emotion and &#8216;inner visual&#8217; experience.</em></p>
<p><strong>Part 2:  </strong></p>
<ul>
<li>QA1 plays the same level <em>without</em> blindfold and headphones - <em>music and sound effects are turned off</em></li>
<li>QA1 plays the same level <em>without</em> blindfold but <em>with</em> headphones - <em>music and sound effects are turned on</em></li>
</ul>
<p><strong>Part 3:  </strong></p>
<ul>
<li>QA1 makes a comparison of all 3 tests.</li>
</ul>
<p><em>Comparing the 3 tests would be a way to find out how well the musical context and sound effects correspond to the graphic context.</em></p>
<p>The blindfold test can not stand alone as a method to test the music design, but can be used as a support to the audio testing procedures*. Developing and optimizing test procedures is one of the important steps towards better audio design in future game development.</p>
<p><em>*See post &#8216;Game Audio: Audio Testing&#8217;</em></p>
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