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Date: October 12, 1984 16:19
From: KIM::BRAD
To: @SYS$MAIL:ENGINEER
Most people don't realize how loud arcade environments really are. The ear is a very forgiving organ. On a Saturday night typical arcade 'ambient' noise levels can reach 80 -> 90 dB-A. Ambient noise in this case refers to people talking (and screaming to be heard over the other noise), all the sound competing games, and the usual noise in any large room (air conditioning, fluorescent lamps, street noise etc... none of which you can hear anyway because of all the other noise!). Sounds produced from specific game cabinets, at the players head, can reach 106 dB-A. Add all this 'noise' and you have a very serious problem of noise pollution. The Department of Industrial Relations of the State of California enacted in 1962 a Noise Control Safety Order for shops, which reads as follows: "If an employee is exposed to noise for five or more hours per normal workday, the level shown in [the following table] are the levels at and above which the wearing of hearing protectors is mandatory. For employees whose exposure to occupational noise is less than five hours per day (this would be an arcade... unless you are a devout arcadian!), the noise level may be 3 dB higher for each halving of the exposure time, e.g., for an exposure of 2.5 hours, the noise level encountered may be 3 dB higher in all frequency ranges than the values shown in [the table]." American Standards Octage Band Preferred Frequencies Sound Pressure Level Frequency Band for Acoustical dB Hz Measurements (Hz) ------------------------------------------------------------------------------- 20 - 75 63 110 75 - 150 125 102 150 - 300 250 97 300 - 600 500 95 600 - 1200 1000 95 1200 - 2400 2000 95 2400 - 4800 4000 95 4800 - 10000 8000 95 ------------------------------------------------------------------------------- U.S. Department of Labor specifications indicates a maximum permissible noise level of 95 dB-A for 4 hours and a 100 dB-A level for 2 hours without hearing protectors. There are additional guidelines for other environments such as hospitals, restaurants, fairs etc. , all of which have about the same specs. I know of no guidelines for the arcade, but it is very possible there is. I'm very concerned with noise pollution. I've expressed my views many times to John Ray and he was very receptive to my concerns. He had the typical reaction to any problem that you can't personally control - 'What are you going to do? We can't dictate to the operators how loud to turn up the game sound'. He was absolutely right. We certainly can't put out a game that limits the level of sound that is delivered to the player. Put it next to a Spy Hunter and you will never hear the game. On the other hand we can control how we present the sound to the player and thus begin to lower the ambient noise in an arcade. There are several ways of presenting the sound to the player and at the same time lower the ambient noise of the arcade. First we must have crystal clear sound. If our audio is relatively clean of digital noise and produces crisp clean sound, then our games will be noticed and enjoyed in the presence of other games that are full of distortion. Clean sound will cut through the arcade noise and will present our games to the public how we hear and developed them in our labs. Our cabinets must also acoustically involve the player(s) only and not the rest of the arcade. Very little sound should mix with the ambient noise of the arcade. I am not advocating the limitation of audio into the arcade environment. First, this would be impossible without a lot of work and money. Second, it would be detrimental to us since one of the 'hooks' that draw people to our games is the sound. However, involving the player within this acoustic umbrella will enhance the game, involve the player at a more emotional level and at the same time cut down the noise pollution in the arcade. If we educate the operator, perhaps by way of a chapter in the game manual, as to this problem we will be on our way to the elimination of the problem. We need to inform the operator that competing sounds, such as his stereo, will only interfere with the player's audio feedback from the game, reducing the player's enjoyment and which will eventually cut into the operator's profits. We should also suggest ways of setting up arcade cabinets in his environment to maximize acoustic seperation between games. Lastly we should strongly point out our commitment to music in our games and make it apparent that the music, sound effects and voice are an integral part of the game experience. If we set a precedent in the area of audio by 1) producing clean audio electronics, 2) designing superior delivery systems, 3) establishing our commitment of the intergration of music, video and game play and 4) presenting our concerns and our willingness to help about noise pollution, then we will be ahead of the competition and stay there.
Oct 12, 1984