This study explored to answer if video game players could estimate distance to an NPC walking towards them based on the footsteps sounds of the NPC using amplitude attenuation. The reason was to create a framework or a recommendation for sound designer to work with when implementing footsteps sounds in a game where distance estimations are of importance. A listening test was conducted using Unreal Engine 4.26 (Epic Games, 2022) where 18 participants completed the test. The participants played through 4 courses to complete the test. The courses were: walkthrough of training, walkthrough of main study test, training, and main study. They were asked to estimate the distances to invisible NPCs in full meters. After the test, a questionnaire including demographical data was answered by the participants. The results were then analyzed. The results showed no statistical significance. The results show that, by only using amplitude attenuation and disregarding reverb and occlusion, which is frequently used when sound designing footsteps sounds in video games does not give sufficient information to accurately estimate distance to footsteps cues of an NPC.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:ltu-92700 |
Date | January 2022 |
Creators | Söderberg, William |
Publisher | Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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