Game audio is dynamic or adaptive rather than fixed linear content

Evidence

Variation of some kind is needed during any sound in order to hold the listener’s attention. The acoustic communication of new information to a listener, whether speech, music, environmental sounds or warning signals from a natural or person-made source, requires that the input signal varies in some way with time. Such variation may be of the pitch, loudness or timbre of the sound. The popularity of postprocessing effects, particularly chorus (see Chapter 7), either as a feature on synthesizers themselves or as a studio effects unit, reflects this. However, while these can make sounds more interesting to listen to by time variation imposed by adding postprocessing, such an addition rarely does anything to improve the overall naturalness of a synthesized sound. — David M. Howard, Jamie Angus, Acoustics and Psychoacoustics, 1486 (#corroborates, via linked claim)

Categorization

  • XREF: connects to: Interactive audio applets teach sound better than static text can; Sound must vary over time to hold listener attention — David M. Howard, Jamie Angus, Acoustics and Psychoacoustics, 1486; Unpredictable sound presentation strengthens hearing tests and prevents gaming for compensation or jobs

Broader Connections

  • Sound must vary over time to hold listener attention #corroborates (0.90) — David M. Howard, Jamie Angus, Acoustics and Psychoacoustics, 1486
  • Unpredictable sound presentation strengthens hearing tests and prevents gaming for compensation or jobs #exemplifies (0.85)