A fair warning: This video regards a horror game,Â
and it will feature some creepy sounds. It will  not contain any jumpscares, though. I promise.Â
This is best experienced through headphones.
 {What I Love!} >>Announcer: Hello! And welcome! This educational videoÂ
is designed to show you how a horror game  and its soundscape can intensify each other. AnyÂ
other effects this video imparts are beyond the  liability of Fazbear Entertainment. Now youÂ
may be wondering: what is sound intensity?  How does it work? How can it keep me safeÂ
from any malfunctioning equipment in my  business establishment? Rest assured, the FiveÂ
Nights at Freddy’s series can answer the first  two questions. Due to budgetary considerationsÂ
and certainly not due to supernatural threats,  this video will only be covering FNaF 2, 3,Â
4, Sister Location, and Pizzeria Simulator.  But it should be noted that sound intensityÂ
occurs in all horror games, in fact it occurs  everywhere. There is no escape from—  —experience. And without further ado, let’s hand it off to our guide, Scruffy, who needsÂ
to deliver a concise review of sound intensity in  the aforementioned games, if they wish to wardÂ
off the animatronics approaching the studio.
 >>Scruffy: Wait, what? That wasn’t in rehears—
>>Announcer: Remember to keep your eyes and  ears peeled, and from all of us atÂ
Fazbear Entertainment, good luck.
 >>Scruffy: Wha… a-approaching the studio!?
[distant animatronic sounds]
 Ohhhkay!
[thumps from air vent]
 Uhh.. I-I’m Scruffy, and today, we gotta getÂ
right into it: “sound intensity.” It’s a very  subjective concept about how much tension a soundÂ
raises. It’s not as quantifiable as sound volume,  nor even as agreed upon as sound velocity, whichÂ
is the rough amount of force with which something  is activated to create a sound. Though, generallyÂ
speaking, louder, more forceful sounds are  more likely to be intense. But there are alsoÂ
cases where softer sounds can be intense,  for instance, someone yelling into a pillow. It’sÂ
also intense perhaps because the sound raises  questions. Where’s that yelling coming from?Â
Who is yelling? Why is it muffled? Or, sounds  can become intense by association, which meansÂ
each person can find different sounds intense.  But there are sometimes popular sounds like—
[jack-in-the-box jingle repeats]
 Y-yeah, like that. That a great deal of peopleÂ
have come to associate with rising tension for  a sudden... jump... And it’s precisely thisÂ
sort of stress that can be exploited in a  horror game to make the player even more uneasy.Â
So, let me share some examples that this handful of  FNAF games do well. These aren’t exclusiveÂ
examples, they’re done well in other  horror games that I’ll want to talk aboutÂ
later, and there’s no story spoilers here,  but it’d be good to know the jist of theÂ
gameplay experience as we go through each game.  So, let’s begin with:
FNaF 2: Unknown Drones
 Sounds are easily intense when we don’t knowÂ
what their source is. Whether we can’t locate  the sound, or we haven’t heard that kind of soundÂ
before. FNaF2 gets pretty intense already just  through pure gameplay, but in the slower momentsÂ
of the game where you have little to no control,  a slew of untraceable sounds intensify theÂ
experience. If any animatronics are in your  office, primed to attack you, you get this TVÂ
static in your ears, where is that coming from? If the Puppet’s music box isn’t kept wound, andÂ
it escapes and is set to attack you, you literally hear the jack-in-the-box jingle anywhere you look,Â
how is it doing that? You can even confirm the  location of one animatronic, Mangle, by the radioÂ
static it’s constantly emitting. Sure, but why  does it have to make such a garbled, incongruousÂ
sound? And then, personally the creepiest for  me are these interactive cutscenes between theÂ
nights of gameplay, where you are inexplicably  given the perspective of Freddy Fazbear, onÂ
stage with Bonnie and Chica. Visually, not  much is going on, but once we add the audio…
[unsettling noises from FNaF2's cutscenes]
 I don’t know what’s making that collection ofÂ
sounds, I don’t know where they’re coming from,  I don’t know if they’re real or hallucinatory.Â
While I’m playing, my guess is as good as yours.  That is effective sound intensity.
Now, a related case of unknown sound is when we do  recognize the sound, but it’s indicating somethingÂ
that we haven’t or can’t immediately confirm.  This is why alarms are intense. When we hear anÂ
alarm before confirming that time has passed,  when we hear an alarm before we know that there’sÂ
smoke in a room, or that a car has been jacked,  or that a message is so important that allÂ
televisions need to broadcast it simultaneously.  Alarms earn their intensity byÂ
association, which is why this—
[FNaF hallway alarm plays] this alarm becomes intense in FNaF2, initially. ItÂ
indicates that an animatronic is in the vents,  and you’d probably hear it before you confirmÂ
it... yep, there they are! We need to move on. FNaF 3: Context is Everything
So, this sequel generally scales  things back from FNaF2. You’re now onlyÂ
dealing with one real animatronic instead of…  at least ten. And though the sound design followsÂ
in the footsteps of FNaF2, I’d argue the intensity  is a bit scaled back as well. You have some alarmÂ
sounds that definitely raise questions the first  time you hear them. And, there’s another coolÂ
between-night interactive cutscene where you  explore an Atari-esque rendering of a pizzeria,Â
once again playing as Freddy and the gang,  but with more incongruous audio ofÂ
thunder and… strange, quiet rustling.  But again, I’d argue it’s not as immediatelyÂ
intense, this game’s a little more reserved  about creating auditory stress. And,Â
there’s an interesting shared sound  effect between it and FNaF2. This is actuallyÂ
an example of de-intensifying a sound.
 So, back in FNaF2 we have one animatronic, BalloonÂ
Boy, who will eventually try to get into your  office to sap your flashlight power. Pretty sureÂ
we’re safe for right now, but when he does move,  it comes with little utterances like these:
[Balloon Boy voice]
 And that’s really off-putting initially,Â
this human voice is suddenly coming from  somewhere. That’s intense enough. Yet go overÂ
to FNaF3, and now these Balloon Boy sounds are  actually in your toolset to help you. YouÂ
can play these sounds in a specific room,  and the animatronic you’re warding off,Â
Springtrap, will be coaxed to go there,  thinking there’s someone in there. It’s one way toÂ
keep Springtrap away from your office. And by all  means, this was just a gamedev decision: it’sÂ
easier to reuse sounds from a previous title.  But, by recontextualizing them, these sounds areÂ
now no longer intense, they are positive feedback  for your actions, and we now know exactly whereÂ
this sound is coming from and why. Now it would be  more intense not to hear them when you press thisÂ
button, isn’t it funny how it works like that.
 [sound of button failing]
Ohh dear,  uhh, while I reboot this, let’s move on to:
FNaF 4: Food Tastes Stronger When You’re Hungry Strange subtitle, I know, but in theÂ
same way that taste is intensified  when we perceive a lack of food, hearing getsÂ
intensified when we perceive a lack of sound.  FNaF4 takes place in a child’s bedroom atÂ
night, and while it’s never silent in there,  it is remarkably quieter than the previousÂ
games in the series. There’s a fan in this room,  but unlike the previous games, it isn’t running.Â
You just have some low, ominous droning,  some grandfather clock chimes in the distance, andÂ
the sound you’re told to listen for: breathing. Yes, if you hear breathing when you check a door,Â
you are to close it to stop the animatronic from  attacking you right there. But breathingÂ
is quiet. The breathing that indicates an  animatronic is inches away rises only a littleÂ
above the ambient noise of your room. And so,  in a playthrough of FNaF4, you have to parseÂ
sounds very granularly. Your ear is searching  for small differences in volume, which makesÂ
any difference in volume become more intense.  And, might I add, that’s only when you’re checkingÂ
the doors: in other parts of the room there are  different, non-audial mechanisms for warding offÂ
animatronics. Not to mention this setting has  some of the lowest light so far in the series,Â
so you clamor for visual information as well.  In my previous video about Five NightsÂ
at Freddy’s, I referred to this as  absence of information, when the player knowsÂ
that something’s being withheld from them.  But it’s not exactly withheld information, it’sÂ
just faint information that takes focus to absorb  and corroborate into a plan. And with so manyÂ
tasks to juggle, focusing on miniscule sounds  and details is intense, stressful even.
[slight noise in the background]
 Ooh, I heard that! We should move along, to:
FNaF: Sister Location: Narrative Dissonance First of all, this game is a smorgasbordÂ
of everything we’ve talked about so far.  You have weird unknown sounds all over theÂ
place, you have some sounds that would be intense  except that they’re given into your control, andÂ
thus you miss them when they aren’t present; and  you have one environment, the Ballora Gallery, inÂ
which you must traverse a pitch-black room while  listening out for a quiet ballerina music box,Â
indicating that the animatronic Ballora is nearby.  So, with all that present, I wanted to touch onÂ
something a little different in this game since  it’s so focused on narrators. FNaF 4 was the firstÂ
in the series with no vocal narrator, before that  Scott Cawthon himself was reading voice clips overÂ
the phone in every game. But in Sister Location,  you have two new AI narrators who guide youÂ
through the game, telling you your next tasks  and how to perform them. And perhaps their literalÂ
narration sound experiences some glitches here and  there. But a more postmodern way to intensifyÂ
this narration is to add narrative dissonance,  where what is being narrated does not matchÂ
what is happening in the story. There’s some  great exchanges where the HandUnit narrator willÂ
have you check for the animatronic Circus Baby  using a light. And even though she isn’tÂ
on her stage, the narrator believes she is,  and events continue. Rather than a specificÂ
sound, it’s language this time that makes you  aware that things aren’t as they seem, and thusÂ
the general arc of the game gets more intense.  There’s later a moment where Circus Baby willÂ
start talking to you, and she will say things  in direct conflict with the previous narrator’sÂ
instructions. Again, when the game raises more  and more unconfirmable questions this way,Â
the whole experience becomes more intense.
 This game was also significant in the series forÂ
having an original soundtrack, rather than using  stock music. And the game’s composer, Leon Riskin,Â
worked some narrative dissonance into the music.  Most of the time you spend playing has no music,Â
and some of the most dramatic or plot-heavy  moments will play some deep, moody themes. ButÂ
the endpoints of each night are announced by  contrastingly comedic little jingles, withÂ
cheery elevator music at the beginning,  and a theme at the end of a night thatÂ
sounds straight out of an 80’s VHS.  This game certainly flares its sense of humorÂ
when there’s room for a break from intensity,  but I find it fascinating that even this humorÂ
can raise more concerns than it satisfies.
 There’s one great moment in the game whereÂ
the literal sound of this dark comedy suddenly  spikes the moment’s intensity. You’re quietlyÂ
making your way through the Ballora Gallery,  your ears are primed to the low noise floor,Â
attentive for any distant music, when suddenly:
 Announcer: "The HandUnit narrator chimes inÂ
at full volume, telling you to hurry up."
 Scruffy: It’s not a jumpscare in the traditionalÂ
sense, but it is a type of sound intensity that  gets highlighted in the next FNaF title:
FNaF Pizzeria Simulator: Player Noise Whew, we can do this. So, after you design yourÂ
own pizzeria in this game, you have to survive in  it, performing some menial maintenance tasks likeÂ
ordering pizzeria supplies and printing posters,  while any malicious animatronics inside trackÂ
you down from the vents on either side of you.  A lot of variables affect your ability to makeÂ
it through this, but one thing’s for sure:  you are loud, when you’re trying to beÂ
quiet. It’s kind of flipping the script of FNaF4:  now in addition to listening out for the onceÂ
again miniscule sounds and voice clips that alert  you to nearby animatronics, you have to do tasksÂ
like printing, on the world’s noisiest printer,  and keep your office cool using a droningÂ
fan. Or, maybe you had your pizzeria  sponsored by a third-party company, and theirÂ
ad blares on your computer all of a sudden.  Those sounds attract animatronics, and makeÂ
it more difficult to hear the sounds you’re  really wary for. And even worse, there isn’tÂ
a clock-out time: you can only leave when all  these boisterous tasks are complete. So, thisÂ
game especially feels like flirting with death:  it’s further exploiting how we perceiveÂ
things when we’re instructed to stay quiet.  Every noise against that quiet state isÂ
intensified, especially the noises that are  our fault, that we can trace to ourselves. So evenÂ
a sound that might not usually be that intense,  like appliances humming, starts toÂ
become a stressor in this context.
 That’s the thing about sound intensity, itÂ
depends heavily on context, on how our minds  were previously attuned or instructed to perceiveÂ
sounds, and how much we know about the source and  the meaning of the sound. But these were someÂ
ways the FNaF series flavored its gameplay  to make less complex scenarios still stressful,Â
and perhaps to make jumpscares feel like they  top off a tense buildup, rather than come outÂ
of nowhere. And I have no doubt the FNaF devs  and growing community are not done withÂ
cooking up these intense experiences.
 But, one last thing to note. There was a pointÂ
starting at FNaF4 where the games approached  relying on those quiet sound cues to progress.Â
It’s plausible to make it through the base games  without listening to sound cues, but some ofÂ
the late-game challenges, especially the custom  night in FNaF: Sister Location, become essentiallyÂ
impossible, or at least, left very well up to luck,  without attentive listening. And that’s a problemÂ
if you don’t have access to sound, such as people  who are deaf or hard of hearing, or even justÂ
people without a speaker or headphone setup.  It’s just worth noting that, when working on aÂ
horror game, with an achievable win condition,  it behooves us to make sure it can be accomplishedÂ
without the sound, just as FNaF4 can be  completed without the visuals.
And… I think that’s everything,  yeah that’s it, that’s all I have to say, done,Â
closing time! I’m safe! Whew... I hope this video  gave you some ideas about ways that soundÂ
intensity can work to your advantage if you  make games, or to your horror if you’re placedÂ
in the middle of them. I’d like to thank my  friend Wolfgang and DerEineSchwarzeRabeÂ
for helping out with this script.
 I’d also like to thank my patrons on Patreon, whoÂ
help make my videos a more sustainable process.  If you’d like to support my work directlyÂ
and get perks like your credit here,  seeing videos early, a vote on what music IÂ
arrange, and more behind-the-scenes content,  you can visit my Patreon link in this video’sÂ
description. And with that, I’m Scruffy,  and thank you very much for watching.
Cool vid bro
Nice video