Sound Experiment

In this experiment we observed the effect of different types of music on water. To do this we placed a waterproof sheet with water on atop a speaker and played the different pieces of music through the water. The reason we did this was so that we could observe the physical properties of different types of music and learn which ways varying types of music differ.

Through this experiment we discovered the features of music such as the amplitude and frequency by observing how the water moved. Music that had sudden, rapid changes in amplitude would have a more violent effect on the water, causing it to bounce erratically. More flowing music would have a much reduced effect on the water, and different frequencies of music would cause different rates of ripples in the water, higher frequency music would cause a faster rate and lower frequency would cause a slower rate.

We could apply this to games by considering the effect that these musics have on the listener and how this relates to the physical properties of the music that we observed. We can extrapolate that music with rapidly varying amplitude would excite a player, and be more fitting for a fast, chaotic situation. Whereas music in which the amplitude fluctuates more slowly would be best for scenes where things are changing very slowly, if at all, where you are not expected to react quickly.

We also did an experiment where we recorded sounds in multiple different locations, we did this so we could gain insight on how location could affect the quality of recordings. An example of this would be that hard surfaces in interiors could cause sounds to have a slight echo while areas with softer walls would reduce this effect. It is important to be aware of how location affects sound recording for multiple reasons, one would be that we usually want sounds that we record to be isolated without any echo or similar effects. Another reason this is important to know is that we can use these locations to our advantage, different locations cause our recordings to sound different to we may wish to record in these locations specifically for these effects.

 

 

 

 

(Thanks to Lorric’s group for the videos)

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