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Sound and Music in Video Games

As with film, television, and other primarily visual media, sound and music are often the forgotten elements in video game design. That may be because sound affects humans more subtly than splashy visuals. In fact, often times the mark of superior sound design is that one does not consciously notice it. Instead, it goes to work on one's subconscious-heightening tension, manipulating the mood and drawing the player into the game world. This essay is an exploration into video game sounds: how time and technological development has changed them, as well as what is involved when creating a video game soundtrack.

A BRIEF HISTORY OF SOUND IN VIDEO GAMES

In 1972, Pong the first video game which includes sound comes onto the market. Six years later the game "space invaders" hits arcades with its menacing, paranoia-inducing soundtrack. It is an example of simple, effective sound design; the thumping audio track actually accelerates in tempo as the enemy invaders draw nearer- and move faster. The following year Asteroids- another arcade game- employs a similar sound technique to achieve the same results.

At the beginning of the 80's PacMan makes its debut. The game boasts many memorable sound and music elements; for exampl


Early sound effects in video games were entirely programmed, whether in code or hardwired circuit programs. No samples or recordings were used due to the lack, and immense cost, of memory. Nowadays, due to the shift from cartridge to CD, much more memory is available, and synthesized sound has almost been eliminated. Playing back samples and recordings has become the norm because they are simply more realistic, however MIDI is still being used due to its space saving properties.

In addition to knowing what exactly what sounds would need to be developed; the sound designer requires specific details about the game.

It is important that he know what type of playback system the consumer will use and the confines the final sound effects will rest within. Sound designers usually mix to several playback systems so that the audio works well with them all, however focus is usually placed on the system the majority of people will be using.

In 1998, The Legend of Zelda: Ocarina of Time debuts on the Nintendo 64. It features music-making as part of its game play. In the game, one uses the ocarina, an instrument similar to a flute, to teleport, open portals, or summon allies. There is also a musical puzzle in which the player must follow the bass line of a song in order to make it through the Lost Woods.

It is imperative to know how much space is allotted for the soundtrack. This information helps determine the sound quality as well as the parameters in which the sounds are created. Since lack of disk space does not allow for all sounds to be of superior quality, the designer must be aware of certain effects that will have priority during playback, and afford them higher quality then many of the other sounds.

e Pac-Man dying- blinking out- which has become the universally accepted sound of "defeat". A year later Donkey Kong comes out with its award winning sound design- composed on a small electronic keyboard. In 1985 the Nintendo Entertainment System enters the market with, first, Tetris- whose infectious "Russian" soundtrack adds greatly to the puzzle game's enduring appeal. Followed by Super Mario Bros.- whose soundtrack will forever be engraved on the minds of its players- which took the first step towards interactive music with a constantly shifting tone to match the action on screen.



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VIDEO GAMES, St Bernard, GAMES Game, , Sega Cd, Zelda Ocarina, Final Fantasy, Mario Bros-, Entertainment System, video games, Donkey Kong, video game, sound effects, game play, arcade games, sound design, sound designer, samples recordings, video game music, sounds game, disk space, lack disk space, sound video games,
Approximate Word count = 1914
Approximate Pages = 8 (250 words per page double spaced)


  

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