Please click the link below to listen to my 8 bit game soundtrack, developed through the web program Pulseboy. ![]()
Class discussion this week focused on examples of older video games - many of which used 8 bit soundtracks- but many companies still use the same processes of synthesizing sounds as we learned, and for the same reasons. One of my favorite video game series at the moment, Zero Escape, is a fine example of synthesized sound development in a current video game, as well as how sound can affect the mood of a scene. Zero Escape is a trilogy of games that center on nine people trapped and made to play a game of life or death until they can find a way out. As a "visual novel" video game series, background music and sound effects play a huge impact in the game for the audience. An example of one of the synthesized tracks from the game is included in link below. The music is clearly synthesized, with sound tracks intertwined, in such a way that it sets a chilling vibe and urgency about the game setting to keep the player on the edge of their seat. These are all qualities of the SAMR model, in use to create an effective video game soundtrack. The use of synthesizing sounds and sound development in general, would be a really interactive approach to teaching about sound. This could be done through the use of programs like bfxr, soundplant, and pulseboy, and could inspire students to think about what they listen to and how it is made. The programs could also be used to challenge students to try copying their favorite song, or make their own song.
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