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	<title>Aural Output - Revision history</title>
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	<updated>2026-04-29T06:12:24Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://gameontology.com/index.php?title=Aural_Output&amp;diff=18&amp;oldid=prev</id>
		<title>*&gt;Jp: 2 revision(s)</title>
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		<updated>2008-12-18T20:45:03Z</updated>

		<summary type="html">&lt;p&gt;2 revision(s)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Category:Ontology]][[Category:Interface]]&lt;br /&gt;
Aural output varies over its constituent &amp;quot;wavelengths&amp;quot; For example, many games make use of background music that helps set the mood of a game, but changes very little in response to the game state, other games (such as Halo [Howard, 2001]) use background music to more dynamically reflect the game state. In their use of sound effects, many games follow the same pattern of creating a sound field that mirrors the visual representation of the game world.&lt;br /&gt;
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There are also games available that focus on presenting the game state to the player exclusively through sound. An example of such games is Demor [Hulskamp and Dekker, 2004], a location-based 3D audiogame that places players in a three dimensional first person shooter where they must rely on their ears to guide them. Players perceive the game through a stereo headset and use that information to guide their walking and firing.&lt;br /&gt;
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====Parent====&lt;br /&gt;
*[[Sensory Output]]&lt;br /&gt;
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====Children====&lt;br /&gt;
None&lt;br /&gt;
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====References====&lt;br /&gt;
Howard, J. (2001). Halo: Combat Evolved. Microsoft, xbox edition.&lt;br /&gt;
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Hulskamp, A. and Dekker, J. (2004). Demor. Utrecht School of the Arts, location based edition.&lt;/div&gt;</summary>
		<author><name>*&gt;Jp</name></author>
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