And Then It Turned Outside In: New Insights Into Spatial Game Audio

There has been little exploration of the intersection between music production and video game sound, especially their spatial aspects. Harris’ concept of ‘turning inside-out’ refers to a shift from distinct sound objects positioned within a background sound space to a less bounded but immersive sound environment that envelops both performer and audience, and, in compositional and experiential senses, becomes primary. Drawing on a variety of sources, this paper begins by examining the origins, development and implications of this shift in two distinct musical contexts: Gordon Mumma’s “Stressed Space Palindromes” (1976-1982) and Loveless-era My Bloody Valentine. This provides a basis for the identification of a related but essentially inverse shift in a video game sound context. The games Thief: The Dark Project (1998) and Tom Clancy’s Rainbow Six (2015) act as lenses through which the nature of this ‘turning outside-in’ is explored. In Thief, sound is primarily atmospheric, enhancing immersion and influencing player actions indirectly. In contrast, Siege closely connects sound and environment and internalises them as a core part of player agency wherein their manipulation is an integral part of gameplay. The paper concludes by considering the broader implications and legacy of this transformation.

Publication Details

Journal
Staffordshire Online Repository (Staffordshire University)
Published
2024-10-01
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
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article

And Then It Turned Outside In: New Insights Into Spatial Game Audio

Staffordshire Online Repository (Staffordshire University)
Digital Games and Media
article

And Then It Turned Outside In: New Insights Into Spatial Game Audio

article en

Abstract

There has been little exploration of the intersection between music production and video game sound, especially their spatial aspects. Harris’ concept of ‘turning inside-out’ refers to a shift from distinct sound objects positioned within a background sound space to a less bounded but immersive sound environment that envelops both performer and audience, and, in compositional and experiential senses, becomes primary. Drawing on a variety of sources, this paper begins by examining the origins, development and implications of this shift in two distinct musical contexts: Gordon Mumma’s “Stressed Space Palindromes” (1976-1982) and Loveless-era My Bloody Valentine. This provides a basis for the identification of a related but essentially inverse shift in a video game sound context. The games Thief: The Dark Project (1998) and Tom Clancy’s Rainbow Six (2015) act as lenses through which the nature of this ‘turning outside-in’ is explored. In Thief, sound is primarily atmospheric, enhancing immersion and influencing player actions indirectly. In contrast, Siege closely connects sound and environment and internalises them as a core part of player agency wherein their manipulation is an integral part of gameplay. The paper concludes by considering the broader implications and legacy of this transformation.

Staffordshire Online Repository (Staffordshire University)
Openalex Percentile: Top 31%
Digital Games and Media
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