The University of Southampton
University of Southampton Institutional Repository

The triple lock of synchronization

The triple lock of synchronization
The triple lock of synchronization
Contemporary audiovisual objects unify sound and moving image in our heads via the screen and speakers/headphones. The synchronization of these two channels remains one of the defining aspects of contemporary culture. Video games follow their own particular form of synchronization, where not only sound and image, but also player input form a close unity.1 This synchronization unifies the illusion of movement in time and space, and cements it to the crucial interactive dimension of gaming. In most cases, the game software’s ‘music engine’ assembles the whole, fastening sound to the rest of the game, allowing skilled players to synchronize themselves and become ‘in tune’ with the game’s merged audio and video. This constitutes the critical ‘triple lock’ of player input with audio and video that defines much gameplay in digital games.
94-109
Cambridge University Press
Donnelly, K.J.
b31cebde-a9cf-48c9-a573-97782cd2a5c0
Fritsch, Melanie
Summers, Tim
Donnelly, K.J.
b31cebde-a9cf-48c9-a573-97782cd2a5c0
Fritsch, Melanie
Summers, Tim

Donnelly, K.J. (2021) The triple lock of synchronization. In, Fritsch, Melanie and Summers, Tim (eds.) The Cambridge Companion to Video Game Music. New York. Cambridge University Press, pp. 94-109. (doi:10.1017/9781108670289.008).

Record type: Book Section

Abstract

Contemporary audiovisual objects unify sound and moving image in our heads via the screen and speakers/headphones. The synchronization of these two channels remains one of the defining aspects of contemporary culture. Video games follow their own particular form of synchronization, where not only sound and image, but also player input form a close unity.1 This synchronization unifies the illusion of movement in time and space, and cements it to the crucial interactive dimension of gaming. In most cases, the game software’s ‘music engine’ assembles the whole, fastening sound to the rest of the game, allowing skilled players to synchronize themselves and become ‘in tune’ with the game’s merged audio and video. This constitutes the critical ‘triple lock’ of player input with audio and video that defines much gameplay in digital games.

This record has no associated files available for download.

More information

Published date: 1 April 2021

Identifiers

Local EPrints ID: 457016
URI: http://eprints.soton.ac.uk/id/eprint/457016
PURE UUID: ec21ddb2-4278-44d5-be49-1c5ab23246de

Catalogue record

Date deposited: 19 May 2022 16:45
Last modified: 16 Mar 2024 17:11

Export record

Altmetrics

Contributors

Author: K.J. Donnelly
Editor: Melanie Fritsch
Editor: Tim Summers

Download statistics

Downloads from ePrints over the past year. Other digital versions may also be available to download e.g. from the publisher's website.

View more statistics

Atom RSS 1.0 RSS 2.0

Contact ePrints Soton: eprints@soton.ac.uk

ePrints Soton supports OAI 2.0 with a base URL of http://eprints.soton.ac.uk/cgi/oai2

This repository has been built using EPrints software, developed at the University of Southampton, but available to everyone to use.

We use cookies to ensure that we give you the best experience on our website. If you continue without changing your settings, we will assume that you are happy to receive cookies on the University of Southampton website.

×