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Young, K. (2006). Recreating reality. Retrieved March 9, 2009, from http://www.gamesound.or ... /RecreatingReality.html 
Added by: Mark Grimshaw-Aagaard (09/03/2009, 07:53)   
Resource type: Web Article
BibTeX citation key: Young2006
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Categories: General
Keywords: Realism
Creators: Young
Publisher: GameSound.org
Views: 9/712
Quotes
   "In film, surround sound is largely concerned with the use of diffuse sound; hence the surround channels being represented by a barrage of speakers along the walls of the theatre. Film established fairly early on in its experiments with surround sound that directional sound was distracting to an audience as it diverted their attention away from the screen/virtual world. Game cinematics tend to stick to the conventions of film surround sound, but in-game sound uses the surrounds in a directional manner. This divergence is as a result of the contrasting voyeuristic nature of film against the participatory nature of games. It’s also because we lazily let the game handle most of the panning in a rather simplistic fashion, though you can expect our use of surround sound to become more sophisticated as we take advantage of discrete surround panning. It should be noted that a game which has surround sound differs greatly from a game which really uses surround sound to its advantage."   Added by: Mark Grimshaw-Aagaard
Keywords:   Localization
   "Music, in particular, is like monosodium glutamate for the ears (MSG is the chemical they add to snacks and some Chinese foodstuffs to make them taste better than they intrinsically do). The use of music in virtual worlds is especially interesting as it is such an incredibly abstract concept; our lives are not scored by music. In a virtual world, music can be used to intensify an experience and act as an emotional signifier without revealing itself as a manipulative device. Whilst there is no doubt that this is a very powerful tool when used well, it is in no way realistic."   Added by: Mark Grimshaw-Aagaard
Keywords:   Music
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