Loading...
Please wait, while we are loading the content...
Similar Documents
Synchronizing Action-Based Gameplay to Music
| Content Provider | Scilit |
|---|---|
| Author | Walder, Colin |
| Copyright Year | 2018 |
| Description | This chapter discusses the use of Audiokinetic Wwise to provide callbacks at musically significant points for tracks implemented using the interactive music authoring tool. In narrative-based games, there are broadly similar goals to a film or TV show that's draws audience in and connects them with the story and the emotions of the characters. In some respects there are advantages over linear media that provides a feeling of agency to the player through interactivity that immerses and involves players in ways that are unavailable to traditional linear media. It is possible to force a more linear experience on the player by restricting the interactive choices available to them, or by using a cutscene where an entirely linear and hand-crafted section of the game is presented with a fixed timeline. Cutscenes are an effective technique and make it much easier to synchronize visuals and music that provides a feeling of agency and interactive immersion. Book Name: Game Audio Programming 2 |
| Related Links | https://content.taylorfrancis.com/books/download?dac=C2017-0-45281-9&isbn=9781315157542&doi=10.1201/b22247-21&format=pdf |
| Ending Page | 358 |
| Page Count | 16 |
| Starting Page | 343 |
| DOI | 10.1201/b22247-21 |
| Language | English |
| Publisher | Informa UK Limited |
| Publisher Date | 2018-08-30 |
| Access Restriction | Open |
| Subject Keyword | Book Name: Game Audio Programming 2 Visual and Performing Arts Music Interactive Feeling Game Player Provides Synchronizing Linear Media Cutscene |
| Content Type | Text |
| Resource Type | Chapter |