Diegetic versus non-diegetic sound
If you have never heard of the term diegetic, you may just have gotten a queasy feeling in your stomach wondering what you got yourself into. Do not worry, the term diegetic refers to audio that is audible in the scene or screen as a part of the action or interaction. Conversely, non-diegetic refers to sounds that are added to the scene or screen and are not visible. Perhaps; it is more helpful if we look at some examples of diegetic and non-diegetic sounds, listed here:
- Diegetic sounds include:
- Sound effects: Explosions, gun fire, car engine, or collisions
- Music: Band playing, musical instruments onscreen playing, or car radio
- Vocals: Character dialogue, voices, or crowds
- Non-diegetic sounds include:
- Sound effects: Off screen sound effects such as coins entering a purse, tones to denote activity changes in a game, or footsteps
- Music: Scary background theme music, a novelty theme, or boss theme music
- Vocals: Narration, character vocal cues, or haunting voices
These terms may sound rather abstract right now, but be rest assured, we will get fairly intimate with the use of non-diegetic sounds in the adaptive sound and music section. As you will learn, one of the cornerstones of developing great game audio is building up good non-diegetic sounds.