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A software architecture for dynamic enhancement of soundscapes in games

Published: 01 October 2014 Publication History

Abstract

A game soundscape often includes sounds that are triggered by the game logic according to the player's actions and to other real time occurrences. The dynamic nature of such triggering events can lead to a composition that is not necessarily interesting, at a given moment. Following principles from Acoustic Ecology, and specifically the notion of healthy soundscape, we propose a system aiming at the moderation of sounds generated during gameplay in a way that the composition retains its communicational meaningfulness. For instance, the system aims to ensure that the soundscape does not get overcrowded by the superimposition of whatever sounds might be triggered, and that the player can actually ear the relevant stimuli. The main component of the system is a module that implements heuristics that free designers from restating accepted sound design principles, and programmers from embedding such intelligence in the game logic. Thus, designers can focus on expressing their design intents, by using an API to create and characterize the sound sources to be handled by the sound engine. The use of this API also conveys a more readable expression of the game's sound design, easing communication and reuse. Hence, this proposal can be particularly relevant during fast prototyping phases, when it can constitute an expedite way to test and refine creative ideas, while avoiding extensive coding and the typical complexity and cost of existing middleware, which is particular relevant for small budget and sound novice practitioners. We finish by presenting results from a proof of concept implementation, and a game remake for evaluating the proposed system.

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  1. A software architecture for dynamic enhancement of soundscapes in games

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                          cover image ACM Other conferences
                          AM '14: Proceedings of the 9th Audio Mostly: A Conference on Interaction With Sound
                          October 2014
                          219 pages
                          ISBN:9781450330329
                          DOI:10.1145/2636879
                          Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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                          • DOF: Det Obelske Familiefond

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                          Published: 01 October 2014

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                          Author Tags

                          1. acoustic ecology
                          2. design patterns
                          3. dynamic soundscape composition
                          4. game audio
                          5. game design
                          6. healthy soundscape
                          7. middleware
                          8. pattern language
                          9. sound design
                          10. sound engine
                          11. soundscape

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                          • Research-article

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                          AM '14
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                          • DOF
                          AM '14: Audio Mostly 2014
                          October 1 - 3, 2014
                          Aalborg, Denmark

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                          AM '14 Paper Acceptance Rate 29 of 49 submissions, 59%;
                          Overall Acceptance Rate 177 of 275 submissions, 64%

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