Sökning: "Weapon Sounds"

Hittade 3 uppsatser innehållade orden Weapon Sounds.

  1. 1. Evaluation of Physically Inspired Models in Video Game Melee Weapon SFX

    Kandidat-uppsats, Luleå tekniska universitet/Medier, ljudteknik och teater

    Författare :Emil Wallin; [2020]
    Nyckelord :Audio Engineering; Game Audio; Sound Design; Video Game; Sound Effect; SFX; Physical modelling; Physically inspired models; game engine; ljudteknik; spelljud; ljudeffekt;

    Sammanfattning : This study explored the possible impact to a game’s responsiveness and to players’ preferences by using a physically inspired model (real-time pitch and amplitude modulation) as a means of efficiently achieving responsive variation for melee weapon sound effects in a game using the in-engine audio features. A play test was created were 24 participants (12 with audio engineering backgrounds, 12 without), all with prior gaming experience, played through a game level where they would audition a non-variational implementation of a sword’s sound effects and a variational implementation with the same sound samples being modulated in real-time. LÄS MER

  2. 2. Ljudintensitet i FPS-spel : Hur upplever spelare skillnader i vapenljuds intensitet i relation till skada?

    Kandidat-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Jack Lindgren; Robert Persson; [2019]
    Nyckelord :ljudintensitet; ljuddesign; psykoakustik; datorspel; FPS-spel; perception;

    Sammanfattning : Denna studie ämnar besvara frågan hur spelare upplever skillnader i vapenljuds intensitet i relation till skada, d.v.s om ett vapenljud med högre ljudintensitet uppfattas göra mer skada än ett ljud med lägre intensitet. LÄS MER

  3. 3. Is there a connection between experienced realism, rate of fire and loop length on fully automatic rifles in a first-person shooter game in first-person?

    Kandidat-uppsats, Luleå tekniska universitet/Medier ljudteknik och upplevelseproduktion och teater

    Författare :Marcus Klang; [2017]
    Nyckelord :Realism; Loop-Length; Sound Design; First Person Shooter; Weapon Sounds;

    Sammanfattning : This thesis aims to test if there is a connection between modern day fully automatic rifles rate of fire, used loop length in implementation and experienced realism in a first-person shooter game in first-person, fired by the players own character. With a background consisting of papers, books and lectures/conferences given by experienced people and other experts in the game industry regarding first person shooter games, a listening test was conducted and carried out on a computer using headphones with both trained and untrained subjects since players can be both. LÄS MER