Sound and Music in Videogames.
Music is an integral part of videogames, without
it they wouldn’t be the same. We have been given the task of researching the
theory of sound, psychology of sound and the legal issues.
Psychology of sound.
Sound plays a huge part in videogames, for me a
game without sound is like a picture without colour. We have a few
different senses and hearing is a vital one, in everyday life we never really
hear true silence that’s why I think in videogames you can capture some
emotions perfectly.
Everybody has heard the catchy Mario theme tune,
you associate the music of that game with the gameplay. Later games with more
intricate and integral stories music evolved in games, cinematic aspects were
added into the sound design. Today music, sound tracks and sound effects
immerse the player into ever growing videogames.
Simple things can change the feel of a videogame;
this can be making a game happy by using major chords. This is a great way to
tell a player they are on the right track (this is better if it isn’t verbally
because most games are international).
Adaptive music, this is an important way that
sound is used in videogames which shows the player that something is happening
or a objective is unfolding as you progress. We see this in many games, such as
metal gear solid as the tempo of the music indicates the change of pace in
game, this tells the player how to approach things subliminally.
Examples of this are when games like Wii sports,
are more family orientated game uses a more elevated, overly happy style of
music in the game, because the aim of the game is to be happy and to bond with
the family and this coherently does just that.
Game Music.
Dependent on the genre of game, audio can be used
very differently, for instance when you look and listen to games like Halo etc.
You find they have higher, fuller orchestral pieces; the camera could pan out
on a huge alien landscape and then with the added music you feel emotions run
through you and you just want to explore. Then there are also time where in
sci-fi games we see different adaptations from the audio side, a lot of older
games opting for a synthesizer and more of a techno feel, this can be found
today but just not as often as the technology we have today is more than
capable of creating and adding huge orchestral and fancy music.
In comparison you could take Red Dead Redemption
(Western Videogame). This game felt very cinematic, like you were watching a
john Wayne cowboy film, the harmonica howling accompanied upon upbeat banjos
when you were rewarded really made you feel immersed in the game.
They used a lot of the instruments that would
have been available back in the time of the cowboy, such as steel guitars,
banjos and acoustic guitars this made the game feel very atmospheric, when you
were playing the game you seemed to feel like you were in a movie but all of
the decisions were yours, For instance when you were on horseback and you were
going fast the sounds around you felt distorted, this really made you feel like
you were on the horse, in some ways things like this, small really sometimes
unnoticeable things can make a game great.
Technology advances and with that the experience
we get does, you can get full soundtracks, climactic music sequences and more
in the most average of games and now after looking into audio in video games
you appreciate how to have a good game it must be accompanied with great audio
and soundtrack.
Now take a PG game like Mario where its very
arcade, childish and simple then accompany this with a fun upbeat theme tune,
simple beeps and bops when you are rewarded and you see a fast paced plat
former. This also backs up the fact of how important and integral music is with
games, it creates a sense of reality, immersion and depth and for me its really
paints a clearer picture of how you’re supposed to feel when gaming and as time
progress’ I think that audio will become a bigger part of the gaming
experience.
Foley.
Foley is the recreation of everyday, simple sound
effects that are added to a lot of media such as; videogames, films and TV
shows. Foley sounds are used to intensify the overall experience of the
videogame or movie.
Good Foley in a TV show, film or videogame will
go unnoticed and integrated into the clips near perfectly.
Foley is constructed in a sound studio known as a
Foley studio. A large percentage of the sound we hear in a film and videogames
are not organic, they are created off set. The recording can often be
exhausting and laborious.
There are 3 main categories in the Foley
creation; Feet, Props and Cloth.
Feet, this is simply footsteps. Using the right
shoes and surfaces can create accurate footstep they will use things from
marble to wooden floor to create accurate footsteps.
Cloth, This category is more of the subtle sounds
you hear on television and in videogames. This can be the minutest thing like
pants rubbing together.
Other Effects, This is built up of things like
doors closing and opening, doorbell and many other things. Most of these sounds
can be made by using stock sounds (archived sounds).
Personally if I had to be a Foley artist as a
career I would love to work on games with really realistic sounds, games like
the last of us, FARCRY and uncharted they are adventure games set in places
which you will never explore where there are basic elements of walking but it
could be inside of a jungle, forest or a ruined temple but you the Foley artist
would have to find the sounds of the monkeys sporadically scuttling up the
trees, the lighting of a torch to explore a cave, they find everything from the
ground up.
I think challenging yourself would be a major
element in being a Foley Artists, you could be looking to create a rumble of a
cave collapsing in an epic scene and you could be in the studio all day
experimenting with sounds and then you give up and go home, then when you’re at
home you could put the wheelie bin out and as you push it you hear the rumble
the drum of it makes accompanied with the reverb and the hard wheels crisply
rolling over stones and you’ve just realized how to make your sound.
Sources Of Sound.
Music and sounds can be acquired in many
different ways and with the music industry growing everyday it becomes easier.
You can look for archived sounds and music, which is loyalty (free of charge).
You could get an artist to make the sound for you
and pay them.
Associated Legal Issues.
Sampling music is the subject of a lot of many
legal disputes; within the copyright law this can include musical compositions
and sound recordings.
Some legal issues can be solved out of court with
payments being made to the aggrieved party.
Copyright.
This is the exclusive and assignable right, and
is given to the person who created the product for a fixed numbers of years
(there life). This means when the product of the owner cannot be published or
brought out by anyone else without paying and or consent from the owner.
The length of the copyright can vary dependent on
the country you’re in, most times it tend to be the publishers life +50 years
or +100 years.
Many things can be copyrighted, examples of these
things are; Books, Poems and Songs.
In the modern age copyright has moved onto
websites as it is easy to copy and paste online, so therefore the copyright law
protects original content published on the web.
A great example of a copyright infringement would
have been in may 2013 an iPhone game called mine was ruled to infringe on
Tetris’ copyright and trade dress, to summaries, XIO (the company the who
infringed on the copyright) and were found to have infringed on Tetris. This
was a big step in copyright in the video game market as creativity and
influences can remind you of a game but this game was seen to have solely
copied Tetris.
Royalties.
Royalties or royalty is a usage-based payment
made by one party to the owner of the copyrighted asset (someone’s intellectual
property). Royalties can be a fixed price or they can be settled as a
percentage of net revenue.
Also considerations are taken into account when
it comes to royalties, some technological royalties can have a small life cycle
and can be more valuable at the early stage.
Another fact that not many people know is that
when you hear a song on the radio its not the person singing it who will get
the money (unless they themselves wrote, or partly wrote the song). Royalties
will go to the songwriter.
Companies like Spotify currently pay around 10%
of revenue to songwriters (this is split between mechanical and performance
royalties) and about 60% to the artist. On royalties (mechanical) are usually
paid by the labels or artists to a third party, who then pay publishers.
Ancillary Right.
Ancillary rights are supplementary rights that
stem from a primary right. This right exists depending on a claim that is
reasonably linked to a main right.
Ancillary Right is a contractual agreement in
which a percentage of profits made on the sale(s) of action figures, posters
and T-shirts which relate to a film and or motion picture.