MS: Most of the time what you hear is really happening - what’s so great about GTA IV from an audio team’s perspective is that you hardly ever need to fake anything – the world’s so rich and so busy, that if you make individual things sound right, the whole ambience pretty much just appears by itself. Stand in the street and you’ll hear three different radio stations at any one time coming from passing vehicles, all sounding appropriately tinny or boomy, depending on the type of vehicle and whether its doors are open, its windows broken, etc. It also let us scale up the complexity and amount of sounds that play at any one time, letting us flesh out a world as varied and detailed as GTA IV – at times we’re playing thousands of individual sounds simultaneously. For example, every sound in the game has its own filter, so it can appear muffled, and a unique amount and size of reverb - so a car horn coming from a tunnel 100m away sounds very different to a car horn right next to the player, instead of just being quieter as it might have been previously. MS: Perhaps the biggest change was the amount of environmental effects we can apply, by using Digital Signal Processing that was too expensive last-gen. What effect did the shift to more powerful hardware have on in-game audio? Matthew Smith, Craig Conner and Will Morton,three senior members of the Rockstar North Audio team.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |