Tuesday 10 February 2015

Unit 73/P1 - Music and Sound

List a range of music/FX sources
You can get music and/or sound effects from stock libraries such as: SoundCloud, Incompetech, SoundBible and FreeSFX. You could hire someone to do it for you like a friend or freelancer, or even create it yourself using programs like Audacity, Adobe Audition or Reaper.

Explain the purpose of game music
The music used in video games can have various effects on the player that invokes emotions. The most common placement in games are during the reveal of new enemies or locations.

In Dark Souls, the mood for the game is dark, lonely and sad. There's no music during exploration and travel, which adds to the empty and lonely feel of the world. During some of the boss fights in the game, fast strings (which are iconic from movies like "Psycho") are played to symbolize horror, terror and fear which are feelings felt at each boss. But for one boss in the game that looks mysterious and sinister, slow strings and whispering is used to match those feelings. When the player is in safe zone, slow strings and harp plucks play to make the player feel more relaxed but there is still hints of sadness which reminds the player of the world around them.

In the games' epilogue, their are two endings; one that plays music and one that doesn't. The one that doesn't, involves you sacrificing yourself to keep whats left of mankind alive but has no music because it's a dull ending that doesn't make you feel good or bad about what you've done, you simply kill yourself. However, the ending that does have music involves you becoming the king in the upcoming world of darkness. When you do this you feel evil, powerful and like you've achieved something, and the brass instruments and choir singing that plays matches that. The music played during the end credits involves calm operatic sounds and a harp. This is played to simply let you think about everything that's happened and makes you think about the empty world you were just apart of as well as what could happen next.

Metal Gear Rising: Revengeance is a single-player story game in which you play as a cyborg that confronts a private military company intent on changing the world for their own gain. The game makes you feel powerful, heroic and awesome. Music is played throughout the games; linear storyline and is heard most during the intense and action-packed boss fights. Towards the end of the talking before most of the boss fights, music starts playing slowly and gets faster and faster as the talking continues until they eventually fight at a high speed tempo. This rise in tempo is used to build tension and the fast music is used to match the fast-paced action in the fights. The songs played for the boss fights also have lyrics relating to the kind of person the enemy is which helps the player to understand what they are 'fighting' for.

In Portal 2, the mood for the game is mysterious and lonely. The robotic/futuristic music in the game is similar to the two games above in terms of techniques used but also has the addition of interactive music and sounds. Throughout the game there are various interactions the player can have that will affect the music playing. For example, when a laser is constantly fired from a mechanism in the wall it plays at a normal volume, but getting closer increases it and moving away decreases it. There are also clever interactions with the sounds played when using things in the game. An example of this is when you use orange gel that makes you run faster. Whilst you are on running on it the music speeds up and when you stop running it slows down. Another use of interactive sound is when jumping on blue gel that helps you to jump higher. The music that plays here is mysterious, futuristic and minimalistic, but colliding with the gel adds another level of sound that completes the music. By running along the orange gel and into the blue gel, you are technically able to create your own music.

What are the legal considerations needed when obtaining or using Music/FX?
If you want to use someone elses music or sounds, then you need to ask permission from the creator and credit them in some way, either with money or by naming them in the game.

If you use sounds or music that are too similar to another or include parts of their sounds/music then you might get in trouble for copyright.

A working contract would be the best way to allow the use of sounds/music. They simply need to sign it and the trade is allowed.

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