Sonic Interaction Design: Sound, Information and Experience

Total Page:16

File Type:pdf, Size:1020Kb

Sonic Interaction Design: Sound, Information and Experience CHI 2008 Proceedings ´ Workshops April 5-10, 2008 ´ Florence, Italy Sonic Interaction Design: Sound, Information and Experience Davide Rocchesso Gerhard Eckel Abstract IUAV University of Venice IEM - Graz, Austria Sonic Interaction Design (SID) is an emerging field Venezia, Italy [email protected] that is positioned at the intersection of auditory display, [email protected] ubiquitous computing, interaction design, and Karmen Franinovic interactive arts. SID can be used to describe practice Stefania Serafin ZHDK - Zürich, Switzerland and inquiry into any of various roles that sound may Aalborg University Copenhagen [email protected] play in the interaction loop between users and artifacts, Ballerup, Denmark services, or environments, in applications that range [email protected] Thomas Hermann from the critical functionality of an alarm, to the artistic University of Bielefeld significance of a musical creation. This field is devoted Frauke Behrendt Bielefeld, Germany to the privileged role the auditory channel can assume University of Sussex [email protected] in exploiting the convergence of computing, Brighton, UK communication, and interactive technologies. An over- [email protected] Sandra Pauletto emphasis on visual displays has constrained the University of York, UK development of interactive systems that are capable of Nicola Bernardini [email protected] making more appropriate use of the auditory modality. Conservatorio “C. Pollini” Today the ubiquity of computing and communication Padova, Italy Patrick Susini resources allows us to think about sounds in a pro- [email protected] IRCAM active way. This workshop puts a spotlight on such Paris, France issues in the context of the emerging domain of SID. Roberto Bresin [email protected] KTH Keywords Stockholm, Sweden Yon Visell Sound Design, Auditory Display, Multimodal Interaction, [email protected] McGill University Product Design, Interactive Arts and Music, Sound Montreal, Canada Perception and Cognition, Sound Modelling [email protected] ACM Classification Keywords H.5.5. Sound and Music Computing Copyright is held by the authors. H.5.2. User Interfaces CHI 2008, April 5 –10, 2008, Florence, Italy ACM 978-1-60558-012-8/08/04. 3969 CHI 2008 Proceedings ´ Workshops April 5-10, 2008 ´ Florence, Italy Introduction Goals of the Workshop Thinking back to Edison's phonograph or, more recently, The SID workshop intends to foster discussions around to the mp3 craze, one may well say that music has and promote the integration of scattered research been a driving factor for technology [1]. But, can the efforts in sound modeling, design, art, perception and same be said for sound in general? To date, non- cognition into a coherent movement capable of musical sounds have been accepted as by-products of improving the interactive acoustic appearance of future technologies rather than being exploited for their environments. It aims to achieve this by providing a intrinsic value. As a result, an acoustically polluted forum to present and discuss relevant current work world is what most people have been experiencing within and spanning these areas, organized around since the industrial revolution. Times are mature to several key themes. think about sound as one of the main design dimensions of the environments in which we live and Perceptual, Cognitive, and Emotional Study work. That means overcoming the sound-as-noise of Sonic Interactions cultural barrier and promoting a sound-as-information This strand of the workshop showcases current attitude. This tendency is already visible in the market research surrounding the ways humans perceive, where new products (e.g., the Nintendo Wii) exploit the understand, and interact through sound – knowledge tight coupling between sound and gesture in that is basic for the design of new systems that utilize it interaction. The same trends have manifested in the as a primary modality. From low-level psychoacoustic performing arts for many years, and have been recently features to more complex attributes motivated by exposed as main issues in the New Interfaces for auditory modeling, work in this area has positively Musical Expression (www.nime.org) series of impacted numerous application areas. This has conferences, which are also a spin-off of a CHI included the identification of sound features salient to workshop. Designing the sonic appearance of the function of an artifact or system, as in the design of interactive systems is thus becoming a competitive alerting or signaling sounds [2], to perceptual features issue as well as a lively playground, which nevertheless of importance for the design of musical sounds or depends on knowledge that has grown in several control spaces, or those that are matched to more interrelated fields of research and practice. The holistic subjective quality descriptors for a product’s relevant areas of research have grown in significance, identity, interaction and task context. Knowledge about both as a result of the design needs associated to certain classes of functional sounds is of particular improving the sonic jungles we are increasingly interest for our everyday life. Perception and confronted with, and as economies of scale and classification of everyday sounds is also an emerging miniaturization have contributed to a widening array of theme which is featured in one of the contributions to interactive artifacts and systems that are embedded the workshop. Among other desirable outcomes of with ever more sophisticated computing, sensing and research in this area, one may identify the development actuating capabilities. of new sound assessment and predictive tools that may be useful for sound designers, and the creation of 3970 CHI 2008 Proceedings ´ Workshops April 5-10, 2008 ´ Florence, Italy psychologically founded frameworks that are useful for role of enactive engagement with sound–augmented the evaluation of the quality of a particular sound interactive objects. The work of such artists is design [2]. increasingly being recognized as a driving factor for technology and sometimes for science as well. New Product Sound Design fields such as that of “aesthetic computing” [5] are Sound design already plays a significant role in many emerging from the joint efforts and mutual interests of areas of product design, especially those which create scientists and artists. Artists and designers have been products with high functional densities, strong design engaged for some time in questioning the ways that identities, or which address demanding markets such as sound is used in everyday life and in creatively car design. Prominent industries that have benefited exploring future possibilities for interactive products from it include the automobile and cosmetics industries, and systems, including those with embedded sound [6] but lower profile applications have arisen in diverse or in a mobile context [7]. This workshop strand other areas, from kitchen appliances to toys and office critically explores the present use of sound as integral equipment. This strand of the workshop presents the to such artworks, and reveals related future state-of the art in product design and discusses future opportunities and trends for interactive sound artefacts opportunities. The interactive use of sound should be through presentations from artist-researchers in the seen as distinct from applications that serve primarily sonic and performing arts. Some associated goals of to signal or alert a user to an event, process, or state. this area of contact are to inspire SID research in The workshop showcases ways in which sound can take complementary disciplines, to reveal interactive product on a more prominent role [2]: Sound can create or opportunities, and expose social and ethical issues. reveal new functionalities in a product, when these functionalities may not be apparent through other Auditory Display and Sonification modalities, such as the physical form or other visible Auditory display research to date has gravitated around indicators. Sound design is also crucial in mobile a number of topics such as the sonification of datasets devices, as shown in one of the contributions to the (interactive or otherwise), auditory feedback in workshop. Sound can also shape the sonic appearance computing displays, auditory icons, earcons, signaling, of an artifact, where appearance is thought of as and mobile communication and computing applications. primarily referring to the qualities of the sound that is Some of this work has been motivated by an increase in produced through interaction. Sound can also be used awareness of the need for multimodal human computer to provide feedback to aid users' performance with or interfaces, as the contexts in which computing takes control over an interface, tool, device, or physical place today include many in which an additional visual activity. [4] display may not be effective, or may not be an option. Sonification is beginning to impact many fields such as Interactive Art and Music information engineering, data mining, biomedicine, and A major strand of the workshop deals with recent work rehabilitation. By contrast with visualization, in the interactive and performing arts that exploits the sonification inherently develops in time, is critically 3971 CHI 2008 Proceedings ´ Workshops April 5-10, 2008 ´ Florence, Italy dependent on interaction, and exploits the fastest of References human senses. Research in interactive sonification has [1] The S2S² Consortium. A Roadmap for Sound as a key
Recommended publications
  • Game Level Layout from Design Specification
    EUROGRAPHICS 2014 / B. Lévy and J. Kautz Volume 33 (2014), Number 2 (Guest Editors) Game Level Layout from Design Specification Chongyang Ma∗z Nicholas Vining∗ Sylvain Lefebvrey Alla Sheffer∗ ∗ University of British Columbia y ALICE/INRIA z University of Southern California Abstract The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer-controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre-existing building blocks, or space templates. In this paper, we propose an algorithmic approach for automatically laying out game levels from user-specified blocks. Our method allows designers to retain control of the gameplay flow via user-specified level connectivity graphs, while relieving them from the tedious task of manually assembling the building blocks into a valid, plausible layout. Our method produces sequences of diverse layouts for the same input connectivity, allowing for repeated replay of a given level within a visually different, new environment. We support complex graph connectivities and various building block shapes, and are able to compute complex layouts in seconds. The two key components of our algorithm are the use of configuration spaces defining feasible relative positions of building blocks within a layout and a graph-decomposition based layout strategy that leverages graph connectivity to speed up convergence and avoid local minima. Together these two tools quickly steer the solution toward feasible layouts. We demonstrate our method on a variety of real-life inputs, and generate appealing layouts conforming to user specifications. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Curve, surface, solid, and object representations 1.
    [Show full text]
  • Textile & Fashion Careers Level 2
    Textile & Fashion Careers Level 2 Apparel Construction Demonstrate measurement skills, standard and metric. Select patterns. Follow written pattern directions. Demonstrate pattern layout and material cutout. Demonstrate pattern making. Operate machines, equipment and attachments in a safe and efficient manner. Use tools for construction, alteration and repairs. Demonstrate basic construction and alteration skills and techniques. Computer Technology in Textile/Fashion Industry Set up Computer Aided Design (CAD) tables. Grade and digitize patterns. Create models. Design and plot markers. Produce embroidery motif. Interior Design Research and use information to assess product needs. Determine solutions to design problems. Select fabric, considering patterns and textures, for visual effect. Demonstrate basic construction skills needed in product development. Demonstrate basic installation of window treatments. Apply basic techniques to strip and rebuild furniture. Use standard methods of upholstery for furniture and automobiles. Design and construct slipcover products. Fashion Merchandising and Retail Describe the dynamics of the fashion industry. Explain economic concepts. Explain apparel production, business strategy, sales and distribution. Analyze retail business fundamentals. Compare strategies for retail success. Evaluate principles and methods of advertising. Analyze the global perspectives of the textile/fashion industry. Entrepreneurial Skills Describe types of small business. Analyze components of success in business. Evaluate methods for meeting customer needs. Evaluate regulations and laws related to self-employment. Utilize handcraft and entrepreneurial skills to meet business objectives. PERSONAL QUALITIES Work Effort Safety Habits Work Area Organization On Task Behavior Responsibility Initiative Team Work Respect Interpersonal Skills .
    [Show full text]
  • Gourmet Typography Training
    presents GOURMET TYPOGRAPHY TRAINING Take control of your type instead of letting it control you! Gourmet Typography Training teaches and demonstrates the expert-level typographic skills and aesthetics that are rarely taught in schools or fully understood by professionals. Fill in the gaps in your typographic know-how and learn how to “see” type like you’ve never seen it before. Why Gourmet Typography Training? Every creative professional, regardless of specialty, can benefit from learning to communicate more effectively with type. Whether you are a beginner or seasoned pro, Gourmet Typography Training will sharpen your eye and give you practical, usable skills that will visibly improve the beauty, clarity and effectiveness of all your typographic projects. Subjects covered include: Who will benefit? What makes a good typeface Visual communicators of all kinds, including: OpenType demystified Graphic designers Type crimes: Are you a type criminal? Art directors Fine-tuning type, including alignment, Creative directors hyphenation, hung punctuation, etc. Creative services directors Tracking, kerning, and word spacing Web designers Tips for more professional typography Package designers Type on the Web, Web fonts Production specialists Type in motion Typographers Keyboard shortcuts and time-saving tips Web programmers and developers Every creative professional regardless of specialty can learn to communicate more effectively with type! For more information, call The Type Studio at 203.227.5929 or email us at [email protected]. www.thetypestudio.com (page 1 of 2) What they are saying about Ilene’s Gourmet Typography Training... “Your course was great! Since taking it, “I recently attended your Gourmet “As a working professional in the advertis- I can’t help but look at every book title, Typography workshop and wanted to ing industry with 10 years of creative magazine headline, and even company thank you again for an amazing day.
    [Show full text]
  • Level Design Histories and Futures”
    Level Design in a Day: “Level Design Histories and Futures” Robert Yang @radiatoryang About this talk ● Concepts and language to help you be critical about “level design” ● Not about “how to do level design” ● Heavy bias toward 3D character-based games (like everyone else) (The PERFECT level designer?) (one can dream...) Four (4) possible dimensions of contemporary level design ● as a material, as data ● as industrial process ● as architectural space ● as community politics 1:1: LevelLevel designdesign asas MATERIALS,MATERIALS, CONSTRUCTION,CONSTRUCTION, andand DATADATA “LEVEL” = a bunch of data (asset) that references a bunch of other data (other assets) “LEVEL EDITOR” = software that enables human visualization and modification of this data LEVEL EDITOR HISTORY: text editor as level editor LEVEL EDITOR HISTORY: studying tool interfaces / workflow LEVEL EDITOR HISTORY: one 2D floorplan pane AutoCAD (1982) DoomEd (~1992?) LEVEL EDITOR HISTORY: the asset browser Hammer (2004) Hammer (2006?) LEVEL EDITOR HISTORY: 3 pane, 3D preview + floorplan + elevation QuakeEd (1996) (great ancestor of “Radiant” level editors) LEVEL EDITOR HISTORY: mouse-look / WASD more emphasis on 3D camera view, more emphasis on “wandering” as workflow LEVEL EDITOR HISTORY: 4 pane, 3D preview + 2D ortho views 3D Studio (1990) Worldcraft (Hammer) (1996-2012?) Unreal Dev Kit (UE3, 2009) LEVEL EDITOR HISTORY: (from left to right:) - Unity one big interactive 3D view - Unreal 4 - SketchUp to rule them all and in the darkness bind them - Trenchbroom (Quake 1) - CryEngine3
    [Show full text]
  • Resident Sound Designer Job
    Resident Sound Designer Job The Opportunity Laguna Playhouse, a professional LORT theatre company located steps away from the Pacific Ocean in the charming arts colony in Laguna Beach, California, seeks an experienced Resident Sound Designer. This employee will report directly to the Production Manager. Applicants should have Sound Design, Sound Engineering, and Sound Operator experience along with a comfort working in a fast-paced environment. This is a full time staff position. Responsibilities • Design, supervise, and execute the implementation of Laguna Playhouse Mainstage and Youth Theatre sound designs. • Act as Sound Engineer and Front of House Mixer for all Laguna Playhouse Productions. The Laguna Playhouse incorporates the “line by line” mixing style of many Broadway musicals. • Collaborate with electrics, wardrobe, and running crew. • Serve as Master Sound Engineer for all external and internal rental events. • Event related responsibilities: o Install speaker systems o Prepare consoles o Maintain and upkeep equipment o Troubleshoot and repair audio equipment o Prepare orchestra “pit” as needed o Install and troubleshoot closed circuit video and intercom systems as needed Required Skills and Experience • BFA in Audio/Sound design or equivalent experience required. • Minimum 2 years educational/professional theatre experience in sound design/audio department. • High level supervisory experience and ability to lead a crew. • Working knowledge of Yamaha line of audio consoles. • Working knowledge of QLab. • Ability to troubleshoot, repair and maintain all audio equipment including wireless mics, recording equipment and speaker systems. • Experience with “line by line” mixing style. • Excellent organizational and communication skills with the abilities to work well under pressure, make decisions, and represent the organization well.
    [Show full text]
  • A Review of User Interface Design for Interactive Machine Learning
    1 A Review of User Interface Design for Interactive Machine Learning JOHN J. DUDLEY, University of Cambridge, United Kingdom PER OLA KRISTENSSON, University of Cambridge, United Kingdom Interactive Machine Learning (IML) seeks to complement human perception and intelligence by tightly integrating these strengths with the computational power and speed of computers. The interactive process is designed to involve input from the user but does not require the background knowledge or experience that might be necessary to work with more traditional machine learning techniques. Under the IML process, non-experts can apply their domain knowledge and insight over otherwise unwieldy datasets to find patterns of interest or develop complex data driven applications. This process is co-adaptive in nature and relies on careful management of the interaction between human and machine. User interface design is fundamental to the success of this approach, yet there is a lack of consolidated principles on how such an interface should be implemented. This article presents a detailed review and characterisation of Interactive Machine Learning from an interactive systems perspective. We propose and describe a structural and behavioural model of a generalised IML system and identify solution principles for building effective interfaces for IML. Where possible, these emergent solution principles are contextualised by reference to the broader human-computer interaction literature. Finally, we identify strands of user interface research key to unlocking more efficient and productive non-expert interactive machine learning applications. CCS Concepts: • Human-centered computing → HCI theory, concepts and models; Additional Key Words and Phrases: Interactive machine learning, interface design ACM Reference Format: John J.
    [Show full text]
  • Level Design What Is Level Design?
    the gamedesigninitiative at cornell university Lecture 24 Level Design What is Level Design? Understanding of player capabilities Abilities, mechanics available to the player Assumptions of current player skill level Layout of game geography Location and relationship of challenges Movement of dynamic features (e.g. NPCs) Layout of player progression How the player should move through the game How the player visualizes this progression the gamedesigninitiative 2 Level Design at cornell university Aspects of Game Design Games as Education Train player skill and understanding Focuses primarily on player capabilities Games as Exploration Focuses on the game geography Typically involves heavy storyboarding Games as Storytelling Focuses on player progression Most challenging element of game design the gamedesigninitiative 3 Level Design at cornell university Aspects of Game Design Games as Education Train player skill and understanding Focuses primarily on player capabilities Games as Exploration Focuses on the game geography Typically involves heavy storyboarding Games as Storytelling Focuses on player progression Most challengingFor a later element lecture of game design the gamedesigninitiative 4 Level Design at cornell university Aspects of Game Design Games as Education Train player skill and understanding Focuses primarily on player capabilities Games as Exploration Focuses on the game geography Typically involves heavy storyboarding Games as Storytelling Focuses on player progression Most challenging
    [Show full text]
  • SUBMISSION TIPS How to Submit a Proposal (With Only a Little Trying) Welcome to Typecon! We Are a Conference for the Community, by the Community
    TypeCon SUBMISSION TIPS How to submit a proposal (with only a little trying) Welcome to TypeCon! We are a conference for the community, by the community. The Society of Typographic Aficionados (SOTA) thanks you for your interest in submitting a programming proposal. As a non-profit organization, TypeCon relies on your ideas, knowledge, interests, skills, and generosity to fill our program each year. You are an integral part of this industry. Please come join us for one of the most vibrant and welcoming events in the typographic and lettering community! This year we are seeking proposals for 3 types of content: Main Conference Workshops Education Forum :20 Presentation Day, Full Day, or 2-Day :20 Presentation • Presentations exploring • Hands-on, instructional • Presentations devoted topics of interest to type, workshops teaching to addressing the design, and lettering practical skills and needs of typographic professionals; artists and techniques, in-depth and design educators, in printmakers; students exploration of various a day of dedicated and educators global writing systems, programming production intensives in Presentations typically design and engineering Presentations typically consist of a talk in apps, and professional consist of a talk in conjunction with slides. development conjunction with slides. TypeCon is an open, equitable, and diverse conference. We have welcomed speakers and workshop leaders from every continent except Antarctica (any letter lovers down there at McMurdo Station want to break the streak?). Half of our
    [Show full text]
  • THE COMPUTER SCIENCE with HCI
    IOSR Journal of Computer Engineering (IOSR-JCE) e-ISSN: 2278-0661,p-ISSN: 2278-8727 PP 52-54 www.iosrjournals.org THE COMPUTER SCIENCE with HCI Shubhangi M. Sherekar1 1([email protected], Dept of Computer Science, Shivaji Science College, Nagpur, India) Abstract: The intention of this paper is to provide an overview on the subject of Computer science with Human computer Interaction. Human computer interaction (HCI) is the study of people design, implement, and use interactive computer systems. In this paper we study why do human uses computing system? , what do human uses computing system for? And the computer science of HCI. Keywords: Human Computer Interaction, computing system, computer science of HCI. I. INTRODUCTION Human–computer interaction (HCI) is the study of interaction between people (users) and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and several other fields of study. Interaction between users and computers occurs at the rapid growth of computing has made effective human-computer interaction essential. Increased attention to usability is also driven by competitive pressures for greater productivity, the need to reduce frustration, and to reduce overhead costs such as user training. As computing affects more aspects of our lives the need for usable systems becomes even more important. II. HUMAN-COMPUTER INTERACTION: The Association for Computing Machinery defines human-computer interaction as "a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them. Because human-computer interaction studies a human and a machine in conjunction, it draws from supporting knowledge on both the machine and the human side.
    [Show full text]
  • Design Patterns and General Video Game Level Generation
    (IJACSA) International Journal of Advanced Computer Science and Applications, Vol. 8, No. 9, 2017 Design Patterns and General Video Game Level Generation Mudassar Sharif, Adeel Zafar, Uzair Muhammad Faculty of Computing Riphah International University Islamabad, Pakistan Abstract—Design patterns have become a vital solution for each game presented in the GVG-LG framework, 23 unique a number of problems in software engineering. In this paper, design patterns were identified. These patterns were further we have performed rhythmic analysis of General Video Game classified into four different categories. The central aim of this Level Generation (GVG-LG) framework and have discerned 23 research was to utilize these design patterns as objectives for common design patterns. In addition, we have segregated the the SB-LG in the GVG-LG framework. Our effort for pattern identified patterns into four unique classes. The categorization identification is inspired by the work done for Super Mario is based on the usage of identified patterns in game levels. Our future aim is to employ these patterns as an input for a search Bros (SMB) [6]. based level generator. The paper is further divided into five sections. The second Keywords—General video game level generation; rhythmic anal- section explains the existing knowledge about PCG, the impor- ysis; procedural content generation; design pattern; search based tance of design patterns in level generation and level generation level generator for general video games. The third section of the paper presents the GVG-LG competition and analysis for identification and classification of design patterns. Lastly, we argue about the I. INTRODUCTION application of design patterns and their usage as objectives for With the passage of time, digital games have become SB-LG.
    [Show full text]
  • The Effects of Font Type and Spacing of Text for Online Readability and Performance
    CONTEMPORARY EDUCATIONAL TECHNOLOGY, 2014, 5(2), 161-174 The Effects of Font Type and Spacing of Text for Online Readability and Performance Nafiseh Hojjati & Balakrishnan Muniandy Universiti Sains Malaysia, Malaysia Abstract Texts are a group of letters which are printed or displayed in a particular style and size. In the course of the fast speed of technological development everywhere and expanding use of computer based instruction such as online courses, students spend more time on a computer screen than printed media. Texts have been the main element to convey messages. It has also been a significant component for learning. The main goal of this research is to measure the effects of font type and spacing of on screen text and its readability in improving and boosting the learner’s ability to read easily, recall information, and enhance their reading speed and comprehension from on screen text with different topics. The readability of text on screens is necessary to ensure effective engagement in order to enhance the level of students’ readability. For this purpose two font types were selected, Times New Roman (serif) and Verdana (san serif) for the respondents. Verdana was designed only for computer screens display. Readability test on a computer screen was conducted on 30 postgraduate students. Overall, the results showed that there was a significant difference between the readability of serif and san serif font type of on-screen display. The research findings suggest Verdana font type as a better choice in displaying long text for on-screen display. Keywords: Font type; Readability; Spacing; On-screen text; Serif; San serif Introduction Texts are a collection of letters and words which are printed or displayed in a particular style and size.
    [Show full text]
  • Basics of Sound Design for Video Games Michael Cullen About Me
    Basics of Sound Design for Video Games Michael Cullen About Me - BFA in Film Production (Sound Design emphasis), Minor in Music - Worked for Sony, Avid, NBCUniversal (TV show Grimm) - Worked on over 35 short films/docs - nominated for Student Academy Award - Finalist for Cinema Audio Society’s Recognition Award for best sound mixing - Performed / worked in over 80 live theater musicals/shows - Just finished UCI’s Sankofa video game’s first level! Sound Designer Jobs For our purposes, there are two separate jobs that work with sound while making a video game: - Sound Designer - Sound Implementer The creation and implementation of sounds can be handled by both positions but for our purposes it’s easiest to divide the tasks into two separate jobs. Sound Design What is Sound Design? Instead of defining sound design, it’s best to talk about what it can do: - suggest a mood, evoke a feeling - indicate a geographical locale - define a character - mirror or exaggerate how things sound in real life - clarify the narrative Although we may not think about the sounds we hear everyday, we recognize them readily and have preconceptions about how things should sound. Families ● DX = Dialogue - any verbal speech in the game. ● MX = Music - any non-diegetic music. ● SFX = Sound Effects (Hard Effects) - any sound from an real-life object. ● FOL = Foley - any sound effect that the player makes. ● BG = Backgrounds (ambience) - noise from the environment. Generally every video game should have every type of sound family represented. Some sounds could fit into
    [Show full text]