Comments on: Room Tone = Emotional Tone: The Importance of Hearing Ambience https://designingsound.org/2012/11/15/room-tone-emotional-tone-the-importance-of-hearing-ambience/ Art and technique of sound design Wed, 06 Jul 2016 17:07:43 +0000 hourly 1 https://wordpress.org/?v=6.2.8 By: GANG Newsletter: November 2012 https://designingsound.org/2012/11/15/room-tone-emotional-tone-the-importance-of-hearing-ambience/#comment-63469 Sat, 24 Aug 2013 13:40:57 +0000 https://designingsound.org/?p=13762#comment-63469 […] Room tone=Emotional tone […]

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By: Room-tone = Emotional tone, l’importanza di ascoltare gli ambienti | Mirko Perri Sound Blog https://designingsound.org/2012/11/15/room-tone-emotional-tone-the-importance-of-hearing-ambience/#comment-3656 Mon, 03 Dec 2012 10:52:15 +0000 https://designingsound.org/?p=13762#comment-3656 […] la traduzione di un’articolo di Mike Taylor postato su Designing […]

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By: Douglas Murray https://designingsound.org/2012/11/15/room-tone-emotional-tone-the-importance-of-hearing-ambience/#comment-3655 Fri, 23 Nov 2012 22:40:24 +0000 https://designingsound.org/?p=13762#comment-3655 Thanks for responding Jamie. Randomizing chunks of the sound is a great solution to the looping problem. Playing the creaks as one shots makes sense too. Cheers. 

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By: Jamie Hughes https://designingsound.org/2012/11/15/room-tone-emotional-tone-the-importance-of-hearing-ambience/#comment-3654 Wed, 21 Nov 2012 13:02:27 +0000 https://designingsound.org/?p=13762#comment-3654 @Douglas

I create game backgrounds by taking a particular component e.g. wind, and cut it into shorter sections. these can be played back in random order and crossfaded in real time by the game ‘engine’. This means that, although the sound is looping, it never plays in the same order which helps to keep the sound varied, and prevents other ambient elements coinciding with each other. 

Sounds such as creaky building sounds, can be a group of one-shots set up to play at random intervals with pitch, volume, and low pass filter variation. The game engine can position these sounds randomly in the surround field, if desired.

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By: Douglas Murray https://designingsound.org/2012/11/15/room-tone-emotional-tone-the-importance-of-hearing-ambience/#comment-3653 Mon, 19 Nov 2012 08:46:16 +0000 https://designingsound.org/?p=13762#comment-3653 Thanks for the interesting article, Mike.

In film sound editing we typically loop the different components of the ambience (such as wind tone, vent sounds, crowds, creaky building sounds, etc., which are usually recorded separately from each other) at different times so that the composite of all the loops, all looping at different times, doesn’t sound loopy. Can you do that easily in game sound? Or are you limited in the number of BG loops you can have running? 

The one-shot sounds which are part of the offscreen space I would consider part of the middle ground and are very useful for keeping the ambience interesting and varied. The more story or action related sound you have going, the less you need these one-shot type sounds, since there aren’t many empty spaces to fill when the track is busy for other important reasons.

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By: Tom Wright https://designingsound.org/2012/11/15/room-tone-emotional-tone-the-importance-of-hearing-ambience/#comment-3652 Mon, 19 Nov 2012 02:45:11 +0000 https://designingsound.org/?p=13762#comment-3652 The thing that annoys me about how ‘room tone’ is played back in games is that it’s usually just a looping sound(s) that’s played from the players perspective. These sounds are usually played in stereo and when a players rotates in 3d space, the sound does not shift. (Obviously other ambient sounds that are spot sound will shift which helps sell the scene). I’m planning to start working on a system that makes the room tone shift as you rotate using ambisonic technology.

If anyone knows of anything similar, let me know :)

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By: dizzyes https://designingsound.org/2012/11/15/room-tone-emotional-tone-the-importance-of-hearing-ambience/#comment-3651 Sat, 17 Nov 2012 05:24:56 +0000 https://designingsound.org/?p=13762#comment-3651 Thanks Mike, you focused some really insightful thoughts! On a design perspective, I think ambience is a basic, continuous loop between our “physical” layer and the more abstract level we interact with in our sound-related acts and experiences, be it a game, a filmscore, a music listening. It’s all about our life-level, sensorial experience… so pervasive and unavoidable! It involves our more or less conscious hearing existence, at a “noise-gate” level, if I could say it so.
Ambience tone and one shots absence is really disjointing, and even better… their subtle presence or their sudden occurring can be disjointing at all!
How much do surrounding accidental sounds, floor-noises, unexpected voices or tones break in our life or in our every-day experience, in a comical or disturbing or dramatical manner? Just recalling the disrupting intrusion of a faraway marching band during a funeral procession… it could be tearing, and it could be funny…
Thanks again for […BEE-BEEP!!!…] your post!
(aehmmm, sorry for the annoying “bee-beep” foley intrusion)

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By: Film Sound Design Article | Digital Video and Audio Design https://designingsound.org/2012/11/15/room-tone-emotional-tone-the-importance-of-hearing-ambience/#comment-3650 Fri, 16 Nov 2012 15:00:41 +0000 https://designingsound.org/?p=13762#comment-3650 […] are three important things i got out of this article on film’s sound […]

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By: Michael O'Connor https://designingsound.org/2012/11/15/room-tone-emotional-tone-the-importance-of-hearing-ambience/#comment-3649 Fri, 16 Nov 2012 12:34:53 +0000 https://designingsound.org/?p=13762#comment-3649 All so very true! Wonderfully put into words, great article. Now to get back to recording some ambience…

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By: Logan https://designingsound.org/2012/11/15/room-tone-emotional-tone-the-importance-of-hearing-ambience/#comment-3648 Fri, 16 Nov 2012 09:01:48 +0000 https://designingsound.org/?p=13762#comment-3648 Thank you for this.  I definitely agree with the one shot.  It completely sells the idea.  I added a very simple buzzer and tweaked it Ina scene of a warehouse where there were only two people talking and it made it seem so much more believable.  Thank you

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