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Video Game Design Composition
Effects Synchronization
In many cases, special effects are the most dynamic portions of a scene.
Effects such as an explosion involve multiple parts that all need to be properly
synchronized to the sound. An explosion has four stages:
• ignition
• concussion
• debris
• fade
Other effects such as water waves, fires, and so on, have similar patterns that
must be synchronized to match the action of the animation.
The ignition stage is the first part of the explosion. This is where the spark
creates the initial sound. This is the primary sound of the explosion. A primary
sound is the sound of the actual interaction. Secondary sounds are caused from
the first interaction. A primary sound might be a yell and a secondary sound
would be the echo the yell produced. In the case of an explosion, the primary
sound is the loud boom. The animation of the explosion must be synchronized
so the fireball starts to appear when the boom occurs.
The next stage of an explosion is concussion. Concussion is the energy of the
explosion reaching the observer. In reality, a pressure wave is created and pushes
through the air. Sound is distorted in the pressure wave and sounds like a rumble
and whoosh as the concussion passes. In an explosion, this may occur as the fireball
reaches its maximum size, but this will vary. If this is the case, the animation of the
maximum fireball must be synchronized to match the concussive sound.
The next stage of an explosion is debris falling and burning. In an animation of
an explosion, the shards of glass, wood, and metal colliding with the ground and
other objects must be synchronized with the sounds of impact. Each piece of debris
might have a different sound as it collides with other objects. Additionally, the same
type of debris, such as wood, may collide with different objects of metal, wood,
stone, or other material. Different sounds should be recorded for each interaction.
The final stage of an explosion
is fade. Fade is the energy of the
explosion
dissipating.
Sound
engineers use the Doppler effect to
simulate the sound traveling away
from the explosion. The Doppler effect
states that as the sound moves toward
the observer, it gets higher in pitch,
volume, and frequency. Then, as the sound moves away from the observer, it gets
lower in pitch, volume, and frequency. As animated effects of the explosion move away
from the player’s viewpoint, they must be synchronized to the corresponding sounds.
Play at least three video games that include
speech and lip syncing. Compare how
successful each game is in synchronizing
the animation to the speech.
UP!
11.5
CHEAT CODE: DISSIPATING
Dissipating means breaking up or
scattering.