What we did
As of 04/09/18 we have discussed the concept of how a developor is, in a sense, in control of it's audiance by using a variety of methods, such as location, sound, atmoshpere and conditions. For example, the developer may guide the player to do a task, in which they may be taken through a dark and dimly lit street. By limiting the visibily for the player, their sense of hearing will pick up on more details. The sound of footsteps, distant music, barking dogs etc.
Another way developers may do sucha thing is by cutting the audio of certain sections, perhaps in a cinematic cutscene. During this time the brain will create the audio that it will recognise, filling in the blanks. For exaple, if the scene involves a firearm being fired, the brain will create such audio, if a car is screethcing to a halt or a person is running down the street the brain will attempt to make these sounds.
Another way developers may do sucha thing is by cutting the audio of certain sections, perhaps in a cinematic cutscene. During this time the brain will create the audio that it will recognise, filling in the blanks. For exaple, if the scene involves a firearm being fired, the brain will create such audio, if a car is screethcing to a halt or a person is running down the street the brain will attempt to make these sounds.
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