menu
Get a daily delivery of PSFK
Subscribe to get a daily digest of new ideas and discoveries and to find out about upcoming events

Acoustic Ecology: A Half-Life 2 Soundscape [Audio]

Acoustic Ecology: A Half-Life 2 Soundscape [Audio]

Michel McBride-Charpentier recorded a short walk through City 17 in the video game Half-Life 2 and examined the soundscape.

Emma Hutchings

Michel McBride-Charpentier recorded and examined a soundscape of City 17 in the video game Half-Life 2. The short recording of the audio on a walk around the city gave him plenty to analyse in terms of the impact a soundscape has on the game environment.

A soundscape is constructed out of, among other things, dynamic sounds and the mobile player’s constantly changing distance to 3D sound sources. I like to call this soundscape possibility space the level’s acoustic ecology. The acoustic ecology is a fundamental part of what transforms the abstract space composed of physical relationships between objects into a place that communicates context for narrative meaning to be derived from.

He examines the three key elements of a soundscape: keynote sounds, sound signals and soundmarks. This is a very detailed and interesting examination of an aspect of the gaming environment most people overlook in favor of the mise-en-scène and the story.

City 17 Soundscape by michelmcbride

Gamasutra: Michel McBride-Charpentier’s Blog

[via Serial Consign]

{{post.author_display_name}}
  • {{post.date_formated}}
{{post.author_display_name}}
  • {{post.date_formated}}
Read More Tap to Expand
PSFK Writer {{post.author_display_name}}
  • {{post.date_formated}}
PSFK 2015

Live, Work, Play Better
The PSFK 2015 conference experience

NEW YORK, NY | April 16-April 18 2015
Get a daily delivery of PSFK
TREND REPORT

PSFK Labs presents
The Future of Retail 2015

A Manifesto To Reinvent The Store