![]() Second, working with numeric data, graphs, and spreadsheets is not a part of my daily routine, so the chances I have messed something up are close to 100%. First, I’d let real researchers generate this kind of knowledge. In the end, scientific knowledge on this front should demonstrate at least some parallels with professional intuition.ĭisclaimer: I have no intention to prove or disprove scientific theories and hypotheses with this post. ![]() ![]() That’s why instead of designing horrible noises and torturing the test subjects with them, I decided to analyze real sound effects from well-known games. Then game audio designers must have already applied them in their work based on intuitive judgment. Let’s assume we can reduce the non-contextual unpleasantness of a sound to a set of acoustic properties. ![]() In the second part, I’m trying to apply that knowledge to analyze the actual sounds from videogames. In the previous post, I described several acoustic properties that, according to scientific literature, make sound unpleasant to hear. ![]()
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