Q4 Arts and Humanities
Mikołaj Bajew
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引用次数: 0

摘要

在这篇文章中,作者提出了通过声音在电子游戏系列中创造连贯性的问题。为了做到这一点,他从《刺客信条》系列的前七款游戏中提取了四组sfx(音效)进行了研究。它涵盖了伴随着该系列标志性游戏玩法时刻的sfx。在游戏过程中录制的声音样本随后在Reaper程序中使用Steinberg的标准VST3分析工具进行分析。将研究结果汇编并以表格的形式呈现。作者采用了Stanislav Gajda对连贯的理解,这个概念是指这个术语的数学公式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Dźwiękowość jako czynnik budujący spójność serii gier wideo (na przykładzie serii Assassin’s Creed)
In the article, the author raises the question of creating coherence in video game series by means of sound. In order to do this, he conducted research on four groups of SFXs (Sound Effects) extracted from the first seven games of the Assassin’s Creed series. It covered those SFXs that accompany the series’ signature gameplay moments. Sound samples recorded during gameplay were then analysed in the programme Reaper using Steinberg’s standard VST3 analysis tools. The research findings are compiled and presented in the form of a table. The author adopted the understanding of coherence outlined by Stanislav Gajda, and the concept refers to the mathematical formulation of the term.
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来源期刊
Images (Poland)
Images (Poland) Arts and Humanities-Visual Arts and Performing Arts
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