Types of Sound
Although the visuals of games largely influence the audience because of what they see, sound also has a big impact on the player
It can be broken down into the following categories to help your analysis ...
Dialogue Or recorded after creating - This is then dubbed in sync with the lip movement of the actors All dialogue is post- synched in a dubbing studio to get a very clean high definition sound.
Sound effects (FX) These may be recorded on location or added later when editing after being created especially for a scene. Sound effects could be a gun shot, the sound of a man being punched, cars crashing etc.
Music This is either added as a separate score, which the characters are not aware of playing in the film/ game and is for the audience’s benefit. Or it can be music that is played by the characters, such as putting on a car stereo in the scene.
Atmos/Environmental Sounds • General background sounds and noises that aren’t specific sound effects or music • Room noise/atmospheric noise
Diegetic sound Sound, dialogue or music that is recorded on location
Non-diegetic sound or music Music, dialogue or sound that is added to the soundtrack during the audio editing process
If you are analysing sound you need to refer to dialogue, sound effects, or music within these 2 areas: Diegetic Sound Sound which takes place within the game. Non-Diegetic Sound
Sound which is added to the game during the editing process. Most often, non-diegetic sound is used to create atmosphere or emotion and is not heard by the characters, or to add extra clarity.